A method, device, and medium for upgrading interaction of a virtual role
Patent Information
- Application Number
- CN202610949185.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-26
- Publication Date
- 2026-09-08
AI Technical Summary
[0004]本发明提供了一种虚拟角色的升阶交互方法、装置、设备和介质,解决了现有游戏方案由于成长路线固化,任务内容依赖静态配置,使得同品质角色的养成结果高度趋同,玩家难以基于自身个性化需求进行差异化决策,玩法多样性程度降低的技术问题
[0077] This invention responds to upgrade trigger commands for virtual characters, employing at least one virtual experience item combined with preset attribute bonus rules to enhance at least one character attribute of the virtual character. When any character attribute meets the upgrade trigger condition, it acquires upgrade-related information and upgrade stage information associated with the virtual character, and calls an upgrade task generation model to determine and display personalized interactive tasks and task items based on the upgrade-related information and upgrade stage information. It continuously acquires user operation data related to personalized interactive tasks and/or task items, and upgrades the virtual character's rank based on the user operation data. Thus, during the upgrade process, it combines at least one virtual experience item to specifically enhance the virtual character's attributes. Simultaneously, during the upgrade process, it uses a big data model to generate personalized interactive tasks and determine task items based on the upgrade stage and upgrade-related information, and uses user operation data to reflect the completion rate of personalized interactive tasks. Differentiated attribute bonuses are then applied to the virtual character's rank upgrade, thereby realizing a multi-dimensional character data and upgrade operation combined upgrade process, while improving data consistency with actual user operation performance.
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Figure CN122702151A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, and in particular to a method, apparatus, device, and medium for the advancement and interaction of virtual characters. Background Technology
[0002] In the design and development of simulation and strategy games, the character development and growth system is one of the core gameplay elements that supports long-term player retention. Through stage advancements such as breaking through level caps, star upgrades, awakening, or job changes, characters can achieve significant attribute increases, unlock skills, or change combat mechanics. These are key points where players invest resources and plan carefully.
[0003] In current games, character leveling typically follows a fixed and linear progression path, such as leveling up after players collect enough common materials. However, this approach results in highly similar development outcomes for characters of the same quality due to its rigid progression path and reliance on static quest content. This makes it difficult for players to make differentiated decisions based on their individual needs, thus reducing the diversity of gameplay. Summary of the Invention
[0004] This invention provides a method, device, equipment, and medium for the advancement interaction of virtual characters, which solves the technical problem that existing game solutions, due to their fixed growth paths and reliance on static configurations for task content, result in highly similar development outcomes for characters of the same quality, making it difficult for players to make differentiated decisions based on their own personalized needs and reducing the diversity of gameplay.
[0005] This invention provides a method for the interactive advancement of a virtual character, comprising:
[0006] In response to an upgrade trigger command for a virtual character, at least one virtual experience item is used in combination with a preset attribute bonus rule to enhance at least one character attribute of the virtual character;
[0007] When any of the character attributes meets the promotion trigger condition, the promotion-related information and promotion stage information associated with the virtual character are obtained, and the promotion task generation model is called to determine and display personalized interactive tasks and task props based on the promotion-related information and promotion stage information.
[0008] Continuously acquire user operation data for the personalized interactive tasks and / or the task props, and improve the character rank of the virtual character based on the user operation data.
[0009] Optionally, the step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with a preset attribute bonus rule to enhance at least one character attribute of the virtual character includes:
[0010] In response to an upgrade trigger command for a virtual character, obtain the character type corresponding to the virtual character;
[0011] Search for the first virtual experience item whose type matches the character type;
[0012] If the first virtual experience item exists and the number of items reaches the first enhancement threshold, then the first virtual experience item is consumed, and the character attributes matching the character type within the virtual character are enhanced according to the first bonus coefficient.
[0013] If the first virtual experience item does not exist or the number of the first virtual experience item does not reach the first enhancement threshold, then search for a second virtual experience item whose item type is related to the virtual character.
[0014] When the second virtual experience item is found and the second virtual experience item reaches the first enhancement threshold, the second virtual experience item is consumed to enhance all the character attributes of the virtual character according to the preset attribute bonus rules.
[0015] Optionally, the method further includes:
[0016] When the virtual environment in which the virtual character is located has an experience gain, the quantity of the first virtual experience item or the quantity of the second virtual experience item is adjusted according to the experience gain.
[0017] Alternatively, the virtual character's experience can be periodically increased according to the experience gain until the character's experience reaches the maximum level experience, and all of the virtual character's attributes can be improved according to the preset attribute bonus rules.
[0018] Optionally, the character attributes include a single first character attribute and multiple second character attributes; the step of consuming the second virtual experience item to increase all character attributes of the virtual character according to a preset attribute bonus rule includes:
[0019] Consume the second virtual experience item to increase the first character's attributes that match the item type of the second virtual experience item according to the second bonus coefficient;
[0020] The third bonus coefficient is used to enhance the attributes of the second character that do not match the item type of the second virtual experience item; wherein the first bonus coefficient is greater than the second bonus coefficient, and the second bonus coefficient is greater than the third bonus coefficient.
[0021] Optionally, the step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with a preset attribute bonus rule to enhance at least one character attribute of the virtual character includes:
[0022] Respond to upgrade trigger commands for virtual characters and obtain the total number of various virtual experience items;
[0023] If the total number of items reaches the second enhancement threshold, then all types of virtual experience items are consumed, and at least one character attribute of the virtual character is enhanced according to the proportion of each type of virtual experience item.
[0024] Optionally, the step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with a preset attribute bonus rule to enhance at least one character attribute of the virtual character includes:
[0025] In response to an upgrade trigger command for a virtual character, determine at least one attribute to be upgraded selected by the upgrade trigger command;
[0026] The search checks whether the number of virtual experience items matching each of the aforementioned attributes to be improved meets the third improvement threshold.
[0027] If so, then consume virtual experience items that match each of the aforementioned attributes to be improved, and increase the aforementioned attributes according to the fourth bonus coefficient;
[0028] If not, display the acquisition path information corresponding to the virtual experience item whose quantity does not meet the third enhancement threshold.
[0029] Optionally, the step of calling the advancement task generation model to determine and display personalized interactive tasks and task props based on the advancement-related information and the advancement stage information includes:
[0030] Extract the character attributes, user upgrade preference information, and character description information from the upgrade-related information to construct the upgrade state vector corresponding to the virtual character;
[0031] Match the corresponding initial expected difficulty according to the aforementioned advancement stage information, and match and display the task items according to the initial expected difficulty;
[0032] The ascending task generation model is invoked to generate at least one initial interactive task according to the ascending state vector and the initial expected difficulty;
[0033] The advancement task evaluation model is invoked to predict the advancement success rate based on the initial interaction task and the advancement state vector;
[0034] If the success rate of the advancement deviates from the probability range of the initial expected difficulty, the model parameters of the advancement task generation model are adjusted according to the preset adjustment rules to obtain a new advancement task generation model.
[0035] Jump to execute the step of calling the upgrade task generation model to generate at least one initial interactive task according to the upgrade state vector and the initial expected difficulty, until the upgrade success rate is within the probability interval of the initial expected difficulty, and use the initial interactive task at the current moment to determine the personalized interactive task and display it.
[0036] Optionally, if the personalized interactive task is a multiple-choice question task, the step of upgrading the virtual character's rank based on the user operation data includes:
[0037] Extract the correct answer rate, number of answers, and average answer time for the answer task from the user operation data;
[0038] If any of the aforementioned task items are used, then extract the corresponding first item usage information;
[0039] The first answer score is calculated based on the accuracy rate, the number of answers, and the average answering time.
[0040] The first task completion rate is obtained by weighting the first answer score according to the first item usage information;
[0041] If the completion rate of the first task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the first task.
[0042] If the completion rate of the first task is not greater than the preset completion rate threshold, then the upgrade failure message will be displayed.
[0043] Optionally, it also includes:
[0044] If the interval between receiving option selection instructions during the execution of the option-answering task is less than a preset interval threshold, and the answer accuracy rate of the option-answering task is greater than a preset accuracy rate threshold, then the upgrade task generation model is invoked to increase the difficulty of the unanswered questions in the option-answering task based on the upgrade-related information.
[0045] Optionally, if the personalized interaction task is a graphics drawing task, then the step of upgrading the virtual character's rank based on the user operation data includes:
[0046] Extract the user drawing trajectory of the graphics drawing task from the user operation data;
[0047] If any of the aforementioned task items are used, then extract the corresponding second item usage information;
[0048] Based on the user-drawn trajectory and the standard drawing trajectory of the graphics drawing task, the trajectory deviation is calculated according to the preset trajectory step size;
[0049] If there is no information on the use of the second item, the completion rate of the second task is determined based on the trajectory deviation.
[0050] If the second item usage information exists, then match the first conversion weight corresponding to the second item usage information, and determine the second task completion degree according to the first conversion weight and the trajectory deviation amount;
[0051] If the completion rate of the second task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the second task.
[0052] If the completion rate of the second task is not greater than the preset completion rate threshold, an upgrade failure message will be displayed.
[0053] Optionally, the step of determining the second task completion degree based on the trajectory deviation includes:
[0054] If any of the trajectory deviations is within a preset tolerance range, then the trajectory deviation is determined as a first preset value;
[0055] If the number of trajectories with a trajectory deviation of a preset value is greater than a preset trajectory threshold, then the second task completion rate is determined to be the second preset value.
[0056] If the number of trajectories with a predetermined trajectory deviation is not greater than a preset trajectory threshold, then the trajectory similarity between the user-drawn trajectory and the standard drawn trajectory is calculated, normalized, and used as the second task completion degree.
[0057] Optionally, if the personalized interaction task is a rhythm sequence triggered task, then the step of upgrading the virtual character's rank based on the user operation data includes:
[0058] Extract the page trigger location sequence and the trigger timestamp corresponding to each page trigger location from the user operation data;
[0059] If any of the aforementioned task items are used, then extract the corresponding third item usage information;
[0060] Based on each trigger timestamp, the number of times the page trigger position sequence is interrupted is counted, and the corresponding second conversion weight is matched.
[0061] The initial rhythm score is determined based on the matching degree between the page trigger position sequence and the standard trigger sequence corresponding to the rhythm sequence trigger task.
[0062] The initial rhythm score is weighted according to the second conversion weight and the third prop usage information to determine the completion degree of the third task;
[0063] If the completion rate of the third task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the third task.
[0064] If the completion rate of the third task is not greater than the preset completion rate threshold, then the upgrade failure message will be displayed.
[0065] Optionally, the step of weighting the initial rhythm score according to the second conversion weight and the third prop usage information to determine the third task completion degree includes:
[0066] If the third item usage information does not include the number of times the sequence disconnection is reduced, then the third conversion weight corresponding to the third item usage information is matched;
[0067] The initial rhythm score is weighted according to the second and third conversion weights to determine the third task completion rate;
[0068] If the third item usage information includes a reduction in the number of times the sequence breaks, then the number of times the sequence breaks is updated using the reduction, a new second conversion weight is matched, and the third conversion weight corresponding to the third item usage information is matched.
[0069] The initial rhythm score is weighted according to the new second and third conversion weights to determine the third task completion rate.
[0070] A second aspect of the present invention provides an interactive device for upgrading virtual characters, comprising:
[0071] The attribute enhancement module is used to respond to upgrade trigger commands for virtual characters and enhance at least one character attribute of the virtual character by using at least one virtual experience item in combination with preset attribute bonus rules.
[0072] The task and item determination module is used to obtain the upgrade-related information and upgrade stage information associated with the virtual character when any of the character attributes meets the upgrade trigger conditions, and to call the upgrade task generation model to determine and display personalized interactive tasks and task items based on the upgrade-related information and upgrade stage information.
[0073] The upgrade processing module is used to continuously acquire user operation data for the personalized interactive task and / or the task prop, and upgrade the character rank of the virtual character based on the user operation data.
[0074] A third aspect of the present invention provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of the virtual character progression interaction method as described in any of the first aspects of the present invention.
[0075] A fourth aspect of the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed, implements the method for the advancement interaction of a virtual character as described in any of the first aspects of the present invention.
[0076] As can be seen from the above technical solutions, the present invention has the following advantages:
[0077] This invention responds to upgrade trigger commands for virtual characters, employing at least one virtual experience item combined with preset attribute bonus rules to enhance at least one character attribute of the virtual character. When any character attribute meets the upgrade trigger condition, it acquires upgrade-related information and upgrade stage information associated with the virtual character, and calls an upgrade task generation model to determine and display personalized interactive tasks and task items based on the upgrade-related information and upgrade stage information. It continuously acquires user operation data related to personalized interactive tasks and / or task items, and upgrades the virtual character's rank based on the user operation data. Thus, during the upgrade process, it combines at least one virtual experience item to specifically enhance the virtual character's attributes. Simultaneously, during the upgrade process, it uses a big data model to generate personalized interactive tasks and determine task items based on the upgrade stage and upgrade-related information, and uses user operation data to reflect the completion rate of personalized interactive tasks. Differentiated attribute bonuses are then applied to the virtual character's rank upgrade, thereby realizing a multi-dimensional character data and upgrade operation combined upgrade process, while improving data consistency with actual user operation performance. Attached Figure Description
[0078] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0079] Figure 1 This is a schematic diagram of the application architecture provided in an embodiment of the present invention;
[0080] Figure 2 A flowchart illustrating the steps of a virtual character progression interaction method provided in an embodiment of the present invention;
[0081] Figure 3A flowchart illustrating the steps for triggering the upgrade of a virtual character, as provided in an embodiment of the present invention;
[0082] Figure 4 This invention provides a page display diagram showing the upgrade triggering process of experience items under certain quantity conditions, as provided in an embodiment of the invention.
[0083] Figure 5 This is a page display diagram showing the upgrade triggering process of an experience item when the quantity condition is not met, as provided in an embodiment of the present invention.
[0084] Figure 6 Another page display diagram showing the upgrade triggering process of experience items under the condition of not meeting the quantity requirement, provided in an embodiment of the present invention;
[0085] Figure 7 A schematic diagram illustrating a page display for an answer-option task provided in an embodiment of the present invention;
[0086] Figure 8 This invention provides a flowchart of the ascending steps in a graphics drawing task according to an embodiment of the invention.
[0087] Figure 9 A schematic diagram illustrating a page display of a graphics drawing task provided in an embodiment of the present invention;
[0088] Figure 10 A flowchart of the ascending steps in a rhythm sequence triggering task process provided by an embodiment of the present invention;
[0089] Figure 11 A schematic diagram of a page display for a rhythm sequence triggering task provided in an embodiment of the present invention;
[0090] Figure 12 A structural block diagram of a virtual character progression interaction device provided in an embodiment of the present invention;
[0091] Figure 13 This is a structural block diagram of a computer device provided in an embodiment of the present invention. Detailed Implementation
[0092] In virtual game applications, when a virtual character meets the preset advancement trigger conditions, the system initiates an advancement event. Players then improve their character's rank by completing designated interactive tasks. Existing advancement systems typically configure differentiated task content and completion conditions for different stages. Common task formats include questions and answers from a fixed question bank, copying pre-set graphics, and imitating fixed rhythm sequences. The advancement result is determined by the player's accuracy or score in completing the task, forming a key link in the character growth system.
[0093] However, in existing technologies, the content and difficulty of upgrade tasks are often fixed during the activity configuration phase. Task parameters such as questions, operational requirements, and pass thresholds are typically only bound to the upgrade stage, lacking deep and dynamic correlation with the character's real-time attribute status, user operating habits, or historical upgrade performance during the upgrade process. For example, in the same upgrade stage, regardless of the character's current attribute level, the user's answering speed, or previous consecutive successes, the question range and evaluation criteria remain unchanged; even if the character carries special status tags or the user exhibits significant ability changes, the task difficulty is difficult to adjust adaptively. This static upgrade mechanism results in a lack of strategic depth and personalized experience during the upgrade process. Users rely more on repeated attempts rather than adjusting their strategies based on the character's real-time status and their own abilities, thus reducing the fun and interactivity of the upgrade challenge to some extent. Furthermore, existing upgrade tasks are mostly single-type tasks, rarely implementing dynamic combinations and difficulty linkages of multiple interaction forms in a single upgrade, making the expressiveness of the upgrade mechanism relatively limited.
[0094] To address the aforementioned issues, this invention proposes a character progression interaction processing method. This method aims to construct a progression mechanism deeply integrated with character states and user behavior, supporting dynamic generation and difficulty adjustment of multimodal interactive tasks. The method introduces a progression task generation model and an evaluation model into the progression event. It utilizes real-time collected character attributes, user preferences, and character background information to construct a progression state vector, dynamically generating personalized interactive tasks. The evaluation model predicts success rates and target ranges for closed-loop adjustment, allowing task difficulty to be adaptively adjusted based on real-time user performance. Furthermore, this method supports various task types, including multiple-choice questions, graphic drawing, and rhythmic sequence triggering. It can also calculate completion based on user operation data during task execution, such as answer accuracy, trajectory deviation, or rhythm matching degree, combined with the use of task props. This enhances the strategic nature, contextual interactivity, and richness of the virtual character progression process.
[0095] Before describing the specific embodiments of the present invention, the applicable application architecture of the present invention will be introduced first. (Refer to...) Figure 1As shown, the application architecture includes a server and a client. The server can be a game server, application server, or cloud server, etc., used to store character data, process client requests, and execute the core logic of the character advancement interaction processing method of this invention, such as constructing advancement state vectors, calling advancement task generation models and evaluation models, and calculating task completion rates. The client can be a terminal device such as a smartphone, tablet, or personal computer. Users participate in advancement interactions through a graphical user interface running on the client, such as receiving and displaying personalized interactive tasks, collecting user operation data, and reporting it to the server. The server and client establish a communication connection through a network to achieve data synchronization during the advancement process. For example, the client reports the user's answer selections, drawn trajectories or trigger sequences, and item usage information to the server. After the server completes the difficulty adjustment and completion rate determination, it sends the advancement results back to the client for presentation.
[0096] It should be noted that the above-mentioned character upgrade interaction processing method can run on the client, the server, or as a processing service provided by a third-party device; it can manifest as an application, system component, or cloud service program running on the above-mentioned device, and the specific running form is determined according to the actual application scenario.
[0097] The advancement interaction of this invention refers to a series of interactive challenges dynamically generated by the system when a virtual character meets the advancement conditions. These challenges require users to complete specific operations to determine their advancement level. Its core feature lies in the real-time interaction between a data processing model and user operations, enabling personalized generation of task content and dynamic adjustment of difficulty. The task types covered include multiple-choice questions, graphic drawing, and rhythmic sequence triggering, forming the core elements of the character growth system, user interaction experience, and strategy development.
[0098] To make the objectives, features, and advantages of this invention more apparent and understandable, the technical solutions of the embodiments of this invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described below are only some embodiments of this invention, and not all embodiments. Based on the embodiments of this invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this invention.
[0099] Please see Figure 2 , Figure 2 The flowchart illustrates the steps of a virtual character progression interaction method provided in this embodiment of the invention.
[0100] This invention provides a method for the interactive advancement of a virtual character, comprising:
[0101] Step 201: In response to the upgrade trigger command for the virtual character, use at least one virtual experience item in combination with preset attribute bonus rules to improve at least one character attribute of the virtual character.
[0102] A virtual character refers to a personalized image held by a user in a game or virtual scene, possessing attributes that can be developed. Virtual experience items are items used to enhance at least one attribute of a virtual character. Each virtual character has a matching virtual experience item, and there are also multiple virtual experience items that can be used to develop virtual characters. Different virtual experience items can enhance different attributes of the virtual character, and the higher the matching degree, the greater the number and magnitude of attribute enhancements.
[0103] The upgrade trigger command refers to the command generated when a player triggers the operation of upgrading the virtual character's level. Players can choose to invest different amounts and types of virtual experience items for different character attributes. According to the preset attribute bonus rules, different items correspond to different attribute bonus efficiencies, so as to achieve targeted improvement of one or more character attributes, rather than the average growth of all attributes.
[0104] The attribute bonus rule refers to the calculation rule that different virtual experience items correspond to different attribute bonus ratios and different matching degrees correspond to different bonus coefficients. Based on the type and quantity of virtual experience items selected by the user, combined with the matching degree between the current virtual character and the experience items, the incremental value of the character's attribute to be improved is calculated, and the incremental attribute is added to the original attribute value of the virtual character to complete the attribute improvement.
[0105] In this step, after responding to the upgrade trigger command, players are allowed to choose different types and quantities of virtual experience items to invest, specifically strengthening certain attributes of the virtual character or increasing the character's attributes by different margins, instead of the default balanced growth of all attributes. This allows for the accumulation of differentiated foundations for the development of virtual characters of the same quality during the upgrade phase, preventing the development path from becoming rigid from the initial stage. Specifically, after receiving the upgrade trigger command, the system determines at least one virtual experience item associated with the command and its type identifier, and obtains the character type of the target virtual character. The item type is matched with the character type. When the types match, the first attribute bonus rule is invoked, determining the increase margin of the main attribute based on the quantity of virtual experience items, while simultaneously providing a secondary boost to at least one other attribute at a proportion lower than the increase margin of the main attribute. When the types do not match, the second attribute bonus rule is invoked, converting the virtual experience items into base experience values and mapping them proportionally to the character attributes, or directly applying a non-converted doubling bonus to the attribute corresponding to the item type. This achieves differentiated attribute growth based on item type, making the character development path strategically selective.
[0106] like Figure 3 As shown, in one example of the present invention, step 201 may include the following sub-steps S11-S15:
[0107] S11. Respond to the upgrade trigger command for the virtual character and obtain the character type corresponding to the virtual character;
[0108] S12. Search for the first virtual experience item whose type matches the character type;
[0109] S13. If a first virtual experience item exists and the number of items reaches the first enhancement threshold, then the first virtual experience item is consumed, and the character attributes matching the character type within the virtual character are enhanced according to the first bonus coefficient.
[0110] S14. If there is no first virtual experience item or the number of first virtual experience items does not reach the first enhancement threshold, then search for a second virtual experience item whose item type is related to the virtual character.
[0111] S15. When a second virtual experience item is found and the second virtual experience item reaches the first enhancement threshold, the second virtual experience item is consumed to enhance all the character attributes of the virtual character according to the preset attribute bonus rules.
[0112] The character type refers to the classification label stored in the character data entity, which is used to identify the category to which the character belongs and is compared with the item type of virtual experience items to determine the matching relationship.
[0113] The item type refers to the category field in the virtual experience item data body, which is used to characterize the attribute direction that the item tends to improve. If it is consistent with the character type, it is a matching item.
[0114] In this embodiment, after the system receives the upgrade trigger command, it extracts the character type tag of the virtual character from the character database. It then iterates through the list of virtual experience items in the user's inventory data, searching for virtual experience items whose item type field perfectly matches the character type tag. These are designated as the first virtual experience item, and the quantity held is accumulated as the item quantity. If the quantity of the first virtual experience item is greater than or equal to a first upgrade threshold, the quantity corresponding to the threshold is deducted. Using the deducted quantity as a parameter, a first bonus coefficient is called to calculate the main attribute increment. The attribute field in the character attribute mapping table corresponding to the character type is located and the increment value is written, while other attributes remain unchanged.
[0115] If the number of first virtual experience items is insufficient or they do not exist, the system continues to traverse the inventory list, searching for second virtual experience items whose item type is related to the character type according to a preset association table. This association table maintains the association degree identifier between item types and each character type. When a second virtual experience item is found and the cumulative quantity meets the first enhancement threshold, the corresponding number of items is deducted. The system then traverses all attribute fields in the character attribute mapping table, evenly or weightedly distributing incremental values according to preset all-attribute bonus coefficients and writing them in, thereby achieving an overall improvement in all attributes. This approach prioritizes matching items consistent with the character type for targeted enhancement, and automatically downgrades to use related items for all-attribute compensation when matching resources are scarce, ensuring the continuous progress of the upgrade process and enriching resource utilization strategies.
[0116] Furthermore, when the quantity of the first virtual experience item is less than the threshold, the gap ratio between its quantity and the threshold is calculated, and a prompt message is generated based on the gap ratio to guide the user to obtain the target item. When both the first and second virtual experience items exist simultaneously and their quantities are insufficient, the two types of items can be consumed in combination, and the bonus effect is calculated with weights determined by the gap ratio and the relevance.
[0117] like Figure 4 As shown, taking a virtual character of type "Strategist" as an example, the system receives an upgrade trigger command for this character, reads its character type "Strategist," and searches the inventory to find 5 copies of the "Military Strategy Fragments" item of the same type. The first upgrade threshold in the configuration table is 3. The current quantity of 5 meets the condition, so the system deducts 3 "Military Strategy Fragments" and calculates the increment of the main attribute "Intelligence" according to the first bonus coefficient of 1.5, increasing it from the current value of 80 to 87.5 (rounded down to 87), while other attributes remain unchanged. If there is only 1 "Military Strategy Fragment" in the inventory, the threshold of 3 is not met, so the system continues to search for 4 copies of the "Comprehensive Mirror for Aid in Government" item of the related type "History." The correlation between "History" and "Strategist" in the association table is 0.8. After meeting the threshold, 3 "Comprehensive Mirror for Aid in Government" items are consumed, and according to the all-attribute bonus rules, the three attributes of "Intelligence," "Command," and "Charm" are each increased by 3 points, achieving an overall enhancement.
[0118] Furthermore, the character attributes include a single first character attribute and multiple second character attributes; S15 may include the following sub-steps:
[0119] Consume the second virtual experience item to increase the first character's attributes according to the second bonus coefficient, which matches the item type of the second virtual experience item;
[0120] The third bonus coefficient is used to enhance the second character's attributes that do not match the item type of the second virtual experience item; where the first bonus coefficient is greater than the second bonus coefficient, and the second bonus coefficient is greater than the third bonus coefficient.
[0121] The first character attribute refers to the attribute among the multiple attributes of the virtual character that has a preset correspondence with the type of the second virtual experience item currently consumed. This attribute enjoys a higher boost coefficient in non-matching upgrade scenarios.
[0122] Secondary character attributes refer to the attributes of a virtual character other than the primary character attributes, which enjoy a lower base upgrade coefficient in non-matching upgrade scenarios.
[0123] The second bonus coefficient refers to the multiplication factor stored in the configuration table, which is used to calculate the increase in the first character's attributes that match the item type when using the second virtual experience item. The value is less than the first bonus coefficient but greater than the third bonus coefficient.
[0124] The third bonus coefficient refers to the multiplication factor stored in the configuration table, which is used to calculate the increase in the second character's attributes that do not match the item type when using the second virtual experience item. The value is the smallest among the three coefficients.
[0125] In this embodiment, after finding a second virtual experience item and determining that the quantity of the item meets the first enhancement threshold, the attribute mapping configuration table is queried according to the item type to determine the corresponding first character attribute identifier. The attribute corresponding to this identifier in the character attribute mapping table is marked as the first character attribute, and the remaining attributes are marked as second character attributes. After consuming the corresponding number of second virtual experience items, the second and third enhancement coefficients are called to calculate the increment. Specifically, the current value of the first character attribute is multiplied by the second enhancement coefficient and then written, and the current value of each second character attribute is multiplied by the third enhancement coefficient and then written. This method, even when it is impossible to obtain a first virtual experience item of a completely matching type, still focuses on attribute enhancement based on the type tendency of the second virtual experience item, rather than indiscriminately increasing all attributes equally. This preserves the strategic gradient of resource use, requiring users to consider the correlation between the type and core attributes when selecting backup items.
[0126] like Figure 5As shown, taking the virtual character of the "Strategist" type as an example, its attributes include "Intelligence," "Leadership," and "Charm." The number of the first virtual experience item, "Fragments of Military Strategy" (item type "Strategist"), in the inventory is insufficient to meet the threshold. The system then finds four copies of the second virtual experience item, "Annotations on the Zizhi Tongjian," with the item type "History." A query of the configuration table reveals that the first character attribute corresponding to the "History" type is "Intelligence." The system consumes 3 "Commentaries on the Comprehensive Mirror for Aid in Government" to increase "Strategy" from 80 to 83 with a second bonus coefficient of 1.2, and "Command" from 50 to 52 with a third bonus coefficient of 0.8. "Charm" is increased from 40 to 41. This achieves a biased increase in related attributes and a slight boost to other attributes. The overall bonus gradient is as follows: if a matching "Fragment of Military Strategy" is used, "Strategy" enjoys a first bonus coefficient of 1.5. When using a related "Commentary on the Comprehensive Mirror for Aid in Government", "Strategy" enjoys a second bonus coefficient of 1.2. Non-related attributes enjoy a third bonus coefficient of 0.8, forming a decreasing bonus hierarchy.
[0127] Furthermore, step 201 may also include the following steps:
[0128] When the virtual environment in which the virtual character is located has an experience bonus, adjust the quantity of the first virtual experience item or the quantity of the second virtual experience item according to the experience bonus.
[0129] Alternatively, the virtual character's experience can be periodically increased according to experience gain until the character's experience reaches the maximum level experience, and all of the virtual character's attributes can be improved according to preset attribute bonus rules.
[0130] Experience gain refers to a temporary experience acquisition multiplier applied to the environment or the character itself. It is recorded in the scene data or character state structure as a configuration parameter and is used to amplify the effect of subsequent experience-related operations.
[0131] Character experience refers to the cumulative value field in the virtual character data entity used to track upgrade progress. It is independent of attribute values and increases periodically or when items are used. When it reaches the limit, it triggers an attribute boost.
[0132] In this step, before executing the experience item consumption operation in S13 or S15, the server queries whether an experience gain parameter exists in the virtual character's current scene or in the virtual character's state cache. If the experience gain is active, data processing can be performed in the following two ways:
[0133] The number of items has been adjusted. When calculating attribute increases, the quantity of either the first or second virtual experience item consumed is multiplied by the experience gain parameter to obtain the equivalent item quantity used in the bonus coefficient calculation. The actual amount deducted from the inventory remains unchanged. This means users obtain an attribute boost equivalent to the pre-buff level with less consumption. This adjustment applies to the consumption of the first or second virtual experience item, making the gain directly reflected in the efficiency of each level-up.
[0134] The system periodically accumulates character experience. A scheduled task is set up to add experience points to the character's experience field at configured intervals. The amount added is calculated by multiplying the base experience value by an experience gain parameter. When the accumulated value in the character's experience field reaches the maximum experience value for the current level, the field is cleared and the level is incremented. Then, the preset all-attribute bonus rules are called to traverse the attribute mapping table and write the increment, completing a full level increase.
[0135] Through the two data processing methods mentioned above, the system selects to execute one of them or prioritizes the first path based on the type of gain source or configuration identifier, transforming environmental gains into improvements in item consumption efficiency or AFK growth rate, thus expanding the application breadth of the gain system.
[0136] For example, a virtual character is in a "double experience" event buff environment with an experience boost parameter of 2.0. The user triggers an upgrade, has 3 copies of the "Military Strategy Fragment" in their inventory, and the first upgrade threshold is 3. Path 1: The system multiplies the consumption quantity of 3 by the boost parameter 2.0 to get an equivalent item quantity of 6. Calculating the main attribute increase based on 6 items, only 3 are actually deducted, saving resources. Path 2: The system adds 10 base experience points to the character every 5 minutes. Multiplying this by the boost parameter, the actual increase is 20 character experience points. When the accumulated experience reaches the maximum level of 100 points, the character level increases from 5 to 6, and an automatic all-attribute boost is triggered, increasing each attribute by 2 points. With these two paths running in parallel, the user can enjoy savings when actively consuming experience and experience accelerated growth while offline.
[0137] In another example of the present invention, step 201 may include the following sub-steps:
[0138] Respond to upgrade trigger commands for virtual characters and obtain the total number of various virtual experience items;
[0139] If the total number of items reaches the second enhancement threshold, then various virtual experience items will be consumed, and at least one character attribute of the virtual character will be enhanced according to the proportion of each type of virtual experience item.
[0140] The total number of items refers to the sum of the number of different types of virtual experience items held, which are distinguished by different item type identifiers.
[0141] In this embodiment, in response to an upgrade trigger command for a virtual character, the system iterates through the total number of items in the user's inventory or warehouse data, extracts the number of each item type held, and sums them up to obtain the total number of items. The total number of items is then compared with a second upgrade threshold. If the total number of items has not reached the threshold, the current upgrade process ends or a prompt message is returned to inform the user how to obtain a sufficient number of virtual experience items.
[0142] If the total number of items reaches or exceeds the second enhancement threshold, a corresponding quantity is deducted from each item type proportionally based on the quantity held, ensuring the total deducted quantity equals the second enhancement threshold or the user-specified consumption quantity, while maintaining the original holding ratio for each type as much as possible. After deduction, the system uses the proportion of each item type's consumption quantity to the total consumption quantity as the allocation weight for attribute bonuses. If a single attribute needs enhancement, the weight vector is weighted with the target attribute, and the weight contribution corresponding to each item type is added and written to that attribute; if multiple attributes need enhancement, the increment corresponding to the primary attribute of each item type is allocated to different attribute fields according to the weight, thereby integrating the consumption of different resources and dynamically allocating the bonus ratio based on the holding structure, improving the flexibility of resource utilization.
[0143] For example, a character has three virtual experience items in their inventory: "Fragments of Military Strategy" (type "Strategist", quantity 5), "Annotations on the Zizhi Tongjian" (type "Historical Studies", quantity 3), and "Martial Arts" (type "Martial Arts", quantity 2). The total number of items is 5 + 3 + 2 = 10, reaching the second enhancement threshold of 10. The system deducts 5, 3, and 2 items respectively from the three types, with consumption ratios of 50%, 30%, and 20%. If the goal is to enhance the single attribute "Intelligence", then the contribution coefficient of each item type to "Intelligence" is multiplied by weights of 0.5, 0.3, and 0.2 respectively ("Strategist" contributes 1.0, "Historical Studies" contributes 0.8, and "Martial Arts" contributes 0.3), resulting in a comprehensive weight of 0.5 × 1.0 + 0.3 × 0.8 + 0.2 × 0.3 = 0.8. 0.8 is used as the final bonus coefficient to calculate the increase in "Intelligence". If the goal is to improve all attributes, then write the corresponding increments according to the main attribute that each item type tends to. For example, the "Strategist" item mainly contributes to "Intelligence," and the "Martial Arts" item mainly contributes to "Bravery." Figure 6 As shown.
[0144] In another example of the present invention, step 201 may include the following sub-steps:
[0145] In response to an upgrade trigger command for a virtual character, determine at least one attribute to be upgraded selected by the upgrade trigger command;
[0146] Does the number of virtual experience items that match each attribute to be improved meet the third improvement threshold?
[0147] If so, then consume virtual experience items that match the attributes to be improved, and increase the attributes to be improved according to the fourth bonus coefficient;
[0148] If not, display the acquisition path information for virtual experience items whose quantity does not meet the third enhancement threshold.
[0149] The attribute to be improved refers to the character attribute that the user wants to strengthen in this upgrade, as specified by the target attribute identifier field carried by the upgrade trigger command. There can be one or more attributes.
[0150] Acquisition path information refers to the data describing the channels that guide users to obtain missing virtual experience items, including structured information such as dungeon entrances, store locations, and event redirect links.
[0151] In this embodiment, the user selects the target attribute to be strengthened through the upgrade interaction interface, generating an upgrade trigger command carrying a list of attribute identifiers to be improved. Upon receiving the command, the system retrieves the quantity of virtual experience items matching that attribute in the user's inventory for each attribute to be improved, comparing each item with a preset third improvement threshold. Only when the quantity of matching items for all attributes to be improved meets the threshold requirement will the subsequent consumption operation be executed. The corresponding number of matching items will be deducted, and the increment for each attribute to be improved will be calculated using a fourth bonus coefficient and written into the attribute value, completing the targeted enhancement. If the quantity of matching items for any attribute to be improved is insufficient to meet the threshold, a gap prompt will pop up on the interaction interface, along with the preset acquisition path information for that item. The user can click on the information to directly jump to the corresponding acquisition scenario, saving the user the trouble of searching manually. This method supports users customizing their character development direction, allowing the same character to develop differentiated attribute abilities, increasing the freedom of the development gameplay.
[0152] For example, a user selects the virtual character "Strategist" and triggers a targeted upgrade command, specifying "Intelligence" and "Command" as the attributes to be upgraded. In the configuration table, "Intelligence" matches the item type "Strategist," and "Command" matches the item type "Commander." The third upgrade threshold is set to 5. The system checks the inventory and finds 7 "Strategist" items, meeting the threshold; however, the inventory has only 2 "Commander" items, not meeting the threshold. Because of the unmet attribute, the system does not consume any items and returns the acquisition path information for the "Commander" items to the client, such as "obtained through 'A' dungeon" and "exchanged at 'B shop'." If the number of "Commander" items in the inventory subsequently reaches 5, triggering the targeted upgrade again, the system deducts 5 "Strategist" items and 5 "Commander" items, and increases "Intelligence" and "Command" by 13 points each, based on the fourth bonus coefficient of 1.3.
[0153] Step 202: When any character attribute meets the promotion trigger condition, obtain the promotion-related information and promotion stage information associated with the virtual character, and call the promotion task generation model to determine and display personalized interactive tasks and task props based on the promotion-related information and promotion stage information.
[0154] The specific conditions for triggering the promotion can be set to the corresponding character's attribute reaching the attribute limit for the current character rank. When a user focuses on developing a certain attribute, the promotion process for that character can be triggered in advance, without having to wait for all attributes to reach the limit, thus meeting the needs of differentiated development rhythm.
[0155] Advancement-related information refers to the current attribute distribution of the virtual character, the player's common operation preferences, the types and quantities of items currently owned by the account, and the environmental bonuses of the server. Advancement stage information refers to the current major advancement stage of the virtual character, as well as the progress of the sub-stages within that major stage.
[0156] Personalized interactive tasks refer to exclusive interactive tasks generated by the advancement task generation model based on the virtual character's current differentiated attribute development status, player's historical operation preferences, and current advancement progress, matching the current virtual character's development direction. Among them, virtual characters of the same quality with different development directions and different operation preferences will generate interactive tasks with different task types and completion requirements, and the task content will be adapted to the player's differentiated development path.
[0157] Task props refer to exclusive interactive props used in conjunction with personalized interactive tasks. Task props can provide users with bonus effects to complete tasks, or they can be used as necessary consumables to complete tasks. Different types of personalized interactive tasks correspond to different types of task props. When displaying task information, the available task prop information is displayed simultaneously, allowing users to choose whether to use task props to optimize the task completion effect.
[0158] In this step, a pre-trained and optimized progression task generation model is invoked, with the compiled progression-related information and specific progression stage details passed as input parameters. Based on this input, the model analyzes and outputs the task type most suitable for the user's current progress, clear and explicit task objectives, and the types of task items necessary to complete the task. Subsequently, the system will fully display the detailed content of this personalized interactive task, specific completion requirements, and corresponding task item information to the user. The user can then decide whether to accept the task on this interface. Simultaneously, the user can also choose whether to use the corresponding task items they have already acquired to appropriately reduce the difficulty of completing the task, thus obtaining a more flexible and personalized experience.
[0159] In one example of the present invention, step 202 may include the following sub-steps:
[0160] Extract character attributes, user upgrade preference information, and character description information from upgrade-related information to construct the upgrade state vector corresponding to the virtual character;
[0161] Match the initial expected difficulty according to the information of the advancement stage, and match and display the task items according to the initial expected difficulty;
[0162] The ascending task generation model is invoked to generate at least one initial interactive task based on the ascending state vector and the initial expected difficulty.
[0163] The ascension task evaluation model is invoked to predict the ascension success rate based on the initial interaction task and the ascension state vector;
[0164] If the success rate of the advancement deviates from the probability range of the initial expected difficulty, the model parameters of the advancement task generation model will be adjusted according to the preset adjustment rules to obtain a new advancement task generation model.
[0165] Jump to execute the step of calling the upgrade task generation model to generate at least one initial interactive task according to the upgrade state vector and the initial expected difficulty, until the upgrade success rate is within the probability range of the initial expected difficulty, and use the initial interactive task at the current moment to determine the personalized interactive task and display it.
[0166] User upgrade preference information refers to structured data extracted from users' historical operation data that characterizes users' preferences for the type or difficulty of interactive tasks. For example, it may indicate a preference for quiz-type tasks over operation-type tasks, or a preference for high-difficulty challenges.
[0167] Character description information refers to the background story text, biography tags, or semantic description fields of a virtual character, which are stored in the character data entity and used to generate task content that matches the character's personality.
[0168] The ascendancy state vector refers to a multidimensional feature vector formed by encoding or concatenating character attribute values, user ascendancy preference information, and character description information.
[0169] The advancement task generation model is a pre-trained deep learning model that can output personalized interactive tasks that match the current development status and player operating habits based on the input advancement-related information and advancement stage information. It also matches the corresponding task items to prevent all players from triggering the same advancement tasks, further enhancing the differentiated development experience. Internally, it includes a conditional encoder and a content decoder to generate task text, parameters, and options.
[0170] In this embodiment, when any attribute of a virtual character meets the upgrade trigger condition, the upgrade-related information and upgrade stage information corresponding to that virtual character are obtained. Character attribute values, user upgrade preference identifiers, and character background description text are extracted from the upgrade-related information. The character attribute values are normalized to form attribute sub-vectors, the preference identifiers are one-hot encoded to form preference sub-vectors, and the background description text is converted into a fixed-dimensional semantic vector through an embedding layer. These are then concatenated to obtain the upgrade state vector. Based on the upgrade stage information, the initial expected difficulty value is obtained from the mapping table, and according to this difficulty value, the corresponding type and quantity of task items are selected from the item configuration library and pushed to the client for display.
[0171] The system invokes an advancement task generation model, taking the advancement state vector and initial expected difficulty as input. After conditional encoding and fusion, a decoder generates an initial interactive task, such as a multiple-choice question with a stem and four options. The feature vector of this initial interactive task and the advancement state vector are then input into an advancement task evaluation model to obtain the predicted advancement success rate. If the success rate does not match the probability range corresponding to the initial expected difficulty (e.g., the predicted value is too high or too low), the deviation value is calculated according to a preset adjustment rule, and some parameters of the task generation model are updated through backpropagation to generate an adjusted new model. The task is then regenerated using the new model, and the evaluation and adjustment process is repeated until the success rate falls within the range. At this point, the interactive task is used as a personalized interactive task, replacing the previously displayed task content. This closed loop dynamically adapts the task difficulty to the user's ability and role state, keeping the advancement challenge within a controllable range and improving the consistency of the experience.
[0172] Please see Figure 7 For example, taking the virtual character "Xun You" as an example, the character type is "Strategist," and the current attributes are: Intelligence 82, Command 60, and Charisma 55. The user prefers text-based answers (marked by [1,0,0]). The character description text is: "Xun You, courtesy name Gongda, was a strategist in the late Eastern Han Dynasty, skilled in ingenious strategies and secret plans, and assisted Cao Cao in unifying the north." The current advancement stage is the third tier, "Temple Calculation," with an initial expected difficulty of 0.55 (range 50%-60%).
[0173] First, the attributes are normalized to [0.82, 0.60, 0.55], with a preference for one-hot encoding [1, 0, 0]. The background text, after embedding, yields a semantic sub-vector [0.41, 0.33, 0.19] (example value), which is then concatenated to form the ascending state vector H. Based on the expected difficulty of "temple calculation" matching 0.55, the props "brocade bag" (increasing success rate after use) and "pigeon message" (requesting help from outside the game) are selected and displayed first. The ascending task generation model is invoked to generate an initial interactive task as a multiple-choice question with H and 0.55 as conditions. The question stem is: "When Cao Cao attacked Xuzhou, Xun You proposed a strategy to divert the Sishui and Yishui rivers to flood the city. Who was this strategy mainly aimed at?" Options A "Lu Bu", B "Yuan Shu", C "Zhang Xiu", D "Liu Bei", with the correct answer being A. The evaluation model predicts a success rate of 0.71 based on H and task features, which is higher than the upper limit of 0.60. The system adjusts the weight of interference items in the generator according to the adjustment rules, regenerates the task, and adjusts the options to A "Lu Bu", B "Yuan Shu", C "Zhang Xiu", and D "Chen Gong". Since Chen Gong once assisted Lu Bu, he forms a strong interference with option A. The success rate is re-evaluated to 0.57, falling within the target range. This task is then identified as a personalized interactive task and finally displayed.
[0174] Step 203: Continuously acquire user operation data for personalized interactive tasks and / or task props, and improve the character rank of the virtual character based on the user operation data.
[0175] User operation data includes behavior data packets continuously reported by the client to the server in a preset data format, which include task instance identifier, operation type enumeration value, operation payload (selection question type corresponding to option index array, drawing question type corresponding to trajectory point coordinate sequence array, rhythm question type corresponding to hitting timestamp array) and operation timestamp.
[0176] The character rank refers to the rank field stored in the character data entity. This field is related to but independent of the rank promotion stage enumeration value. The rank promotion is calculated and written based on the cumulative score through the rank update function.
[0177] In this embodiment, during the execution of the personalized interactive task, user operation data reported by the user's terminal regarding task interaction or task props is continuously received. The cumulative score of the task is calculated in real time according to the user operation data and the scoring rules corresponding to the operation type. When the cumulative score reaches the qualified threshold required to complete the task, the personalized interactive task is determined to be completed. The attribute upper limit of the virtual character is adjusted according to the attribute development direction corresponding to this upgrade, the character rank field of the virtual character is updated, and the upgrade process is completed. If the cumulative score reaches the excellent threshold of a higher level after the task is completed, an additional attribute bonus coefficient corresponding to the development direction can be added to the virtual character to further amplify the results of differentiated development.
[0178] In one example of the present invention, if the personalized interaction task is a multiple-choice question-and-answer task, then step 203 may include the following sub-steps:
[0179] Extract the correct answer rate, number of answers, and average answer time for the option-based question-and-answer task from user operation data;
[0180] If any task item has been used, extract the corresponding first item usage information;
[0181] The first answer score is calculated based on the accuracy rate, the number of questions answered, and the average answering time.
[0182] The score of the first answer is weighted according to the information on the use of the first prop to obtain the completion rate of the first task;
[0183] If the completion rate of the first task is greater than the preset completion rate threshold, the character's rank will be increased, and the character's attributes will be increased according to the completion rate of the first task.
[0184] If the completion rate of the first task is not greater than the preset completion rate threshold, an upgrade failure message will be displayed.
[0185] The first item usage information refers to the structured records generated by the user's use of task items during task execution, including item type identifier, usage time, and number of uses.
[0186] The upgrade failure message refers to the feedback data packet pushed to the client when the completion of the first task does not reach the threshold. It includes a failure message and instructions for subsequent operations.
[0187] In this embodiment, user operation data for personalized interactive tasks and / or task props is continuously acquired, and the average answering accuracy, number of answers, and answering time per question for the user in this personalized interactive task is located from the user operation data as the average answering time.
[0188] If a record of item usage is detected in the user's operation data, the item type and usage time are extracted as the first item usage information. Following a preset quiz scoring function, the correct answer rate is used as the main factor, the number of questions answered as the completion coefficient, and the average answer time as the efficiency factor. The first answer score is calculated, for example, as the product of the correct answer rate, the quantity coefficient, and the time coefficient.
[0189] If the first item usage information exists, the first answer score is adjusted according to the weighting rule corresponding to the item type. For example, if the item is a success rate enhancement item, the first answer score is multiplied by the item effect coefficient; if the item is an off-site help item and the help is successful, a fixed compensation value is added to the score to obtain the first task completion degree. The first task completion degree is compared with the completion degree threshold. If the first task completion degree is greater than the threshold, the rank promotion function is called to increment the rank field in the character data entity by one level, and the attribute increment is calculated based on the extent to which the first task completion degree exceeds the threshold and written to the corresponding character attribute field; if the first task completion degree is not greater than the threshold, the rank remains unchanged, a rank promotion failure message is generated and pushed to the client, so that the rank promotion judgment not only depends on the correctness of the answer, but also comprehensively considers the task completion efficiency and item usage strategy, enhancing the richness of the judgment dimensions.
[0190] Please see Figure 7 For example, the strategist character "Xun You" needs to complete 5 multiple-choice questions to advance to the next level. The user's answer record is as follows: 4 questions answered correctly (80% accuracy); 5 questions answered; answering times for each question were 12 seconds, 10 seconds, 8 seconds, 15 seconds, and 11 seconds respectively, with an average time of 11.2 seconds. The user used the task item "Strategy Pouch" (a success rate boosting item with a score weighting coefficient of 1.2) on the 3rd question. The system calculates the first answer score: based on an accuracy rate of 0.8, multiplied by a quantity coefficient of 1.0, and then multiplied by a time coefficient of 0.9 (shorter time scores are given for efficiency), resulting in a base score of 0.72. Extracting the first item usage information and applying the weighting rule: 0.72 × 1.2 = 0.864, the first task completion rate is 0.864. The completion threshold is 0.75; 0.864 is greater than the threshold, so the advancement is successful. The system upgrades Xun You's rank from "Second Tier" to "Third Tier Temple Strategist," and based on the excess, increases his Intelligence attribute from 82 to 84 and his Command attribute from 60 to 61, sending a success notification to the client.
[0191] Furthermore, step 203 may also include the following sub-steps:
[0192] If the interval between receiving option selection instructions during the execution of the option-answering task is less than a preset interval threshold, and the answer accuracy rate of the option-answering task is greater than a preset accuracy rate threshold, then the upgrade task generation model is invoked to increase the difficulty of the unanswered questions in the option-answering task based on upgrade-related information.
[0193] During the execution of the answer-question task in this embodiment, the system continuously collects the timestamp of each user's option selection instruction, calculates the interval between two adjacent submissions, and maintains this interval, along with the number of answered questions and the number of correct answers, in the task progress status cache. After each question is completed, the system performs a judgment, comparing the most recent interval with a preset interval threshold and the current cumulative accuracy with a preset accuracy threshold. If the interval is lower than the threshold and the accuracy is higher than the threshold, it indicates that the user's current ability is significantly better than the task difficulty, and the system triggers a difficulty intervention process. The system extracts upgrade-related information and constructs or updates an upgrade state vector. This vector, along with a temporary difficulty value higher than the current expected difficulty, is used as input. The upgrade task generation model is then invoked to regenerate the content of unanswered questions. The newly generated questions have more ambiguous semantic distinctions in the options or involve more in-depth knowledge points in the question stem. After generation, the new questions replace the original questions in the unanswered list, and the user subsequently sees the adjusted, higher-difficulty questions. This mechanism achieves a step-by-step adaptive increase in difficulty midway through the task, ensuring that the user always faces a challenge intensity that matches their real-time performance.
[0194] For example, the strategist character "Xun You" is taking a third-level advanced multiple-choice quiz task. The task has 8 questions, and he has answered 4 so far. The user's answer sequence is as follows: Question 1 correct, time taken 14 seconds; Question 2 correct, time taken 9 seconds; Question 3 correct, time taken 6 seconds; Question 4 correct, time taken 5 seconds. The accuracy rate for the first 4 questions is 100%, exceeding the preset accuracy threshold of 85%. The time interval between questions 3 and 4 is 5 seconds, which is lower than the preset interval threshold of 8 seconds. Both conditions are met. The system determines that the user is in a fast and high-accuracy state and triggers an increase in difficulty.
[0195] The system extracts the current advancement state vector H (containing Xun You's attributes [Intelligence 82, Command 60, Charisma 55], Preference [1,0,0], Background Embedding [0.41,0.33,0.19]), temporarily increases the expected difficulty from the initial 0.55 to 0.70, and calls the advancement task generation model to regenerate questions 5 to 8. The original question 5 stem was "In the Battle of Guandu, who did Xun You suggest Cao Cao send to intercept Yuan Shao's grain transport team? Options A Xiahou Dun, B Xu Huang, C Zhang Liao, D Cao Hong," with the correct answer being B, and the distractors were clearly distinguishable. After the difficulty was increased, the regenerated question 5 stem remained the same, but the options were adjusted to A Xu Huang, B Zhang Liao, C Yu Jin, and D Yue Jin. All four were generals under Cao Cao and had participated in interception missions, significantly increasing the distractors. Subsequent questions 6 to 8 were generated at a higher difficulty level, presenting users with an advanced challenge that matched their abilities.
[0196] Please see Figure 8 In another example of the present invention, if the personalized interaction task is a graphics drawing task, then step 203 may include the following sub-steps S21-S27:
[0197] S21. Extract the user drawing trajectory of the graphics drawing task from the user operation data;
[0198] S22. If any task item has been used, extract the corresponding second item usage information;
[0199] S23. Based on the user-drawn trajectory and the standard drawing trajectory of the graphics drawing task, calculate the trajectory deviation according to the preset trajectory step size;
[0200] User drawing trajectory refers to the sequence of position coordinates generated by the user during touch screen or cursor movement in a graphics drawing task, stored as a two-dimensional coordinate point array arranged chronologically. Standard drawing trajectory refers to the reference coordinate sequence corresponding to the preset target graphic in the graphics drawing task, serving as a benchmark for evaluating the quality of user drawing.
[0201] The trajectory deviation refers to the deviation index obtained by calculating the spatial distance between corresponding points in the same coordinate system as the user-drawn trajectory and the standard drawn trajectory, according to the preset trajectory step size, and then statistically aggregating the distance values of each point.
[0202] In this embodiment, the graphics drawing task is visually displayed on the user's client, prompting the user to start drawing according to the task requirements. Simultaneously, the system continuously collects the user's position points triggered sequentially on the page during the drawing process, constructing the user's drawing trajectory for the image drawing task. The system also determines whether any task props have been triggered based on user operation data; if so, the corresponding second prop usage information is extracted synchronously. Then, the user's drawing trajectory is aligned with a standard drawing trajectory. Samples are taken sequentially along the standard trajectory direction at a preset trajectory step size. The Euclidean distance between the user's trajectory coordinates and the standard trajectory coordinates at each sample point is calculated. The average of all sampled distance values is then used to calculate the trajectory deviation within the specified trajectory step size.
[0203] S24. If there is no information on the use of the second item, the completion rate of the second task is determined based on the trajectory deviation.
[0204] Furthermore, S24 may include the following sub-steps:
[0205] If any trajectory deviation is within the preset tolerance range, the trajectory deviation is set as the first preset value.
[0206] If the number of trajectories with a trajectory deviation of a preset value is greater than the preset trajectory threshold, then the second task completion rate is determined to be the second preset value.
[0207] If the number of trajectories with a trajectory deviation of a preset value is not greater than the preset trajectory threshold, then the trajectory similarity between the user-drawn trajectory and the standard drawn trajectory is calculated, normalized, and used as the second task completion degree.
[0208] The tolerance range refers to the deviation tolerance interval. When the deviation of any trajectory segment falls within this interval, the trajectory segment is judged as a qualified trajectory. It is used to determine the acceptability of drawing a single trajectory segment.
[0209] Trajectory similarity refers to the degree of matching between a user-drawn trajectory and a standard drawn trajectory in terms of shape features. It is calculated by extracting and comparing the coordinate sequences of the two trajectories, and then normalizing it to obtain the completion score.
[0210] In this embodiment, when no information about the use of the second prop is detected, all sampling points after aligning the user-drawn trajectory with the standard drawing trajectory by step size are traversed, and the trajectory deviation of each segment of the user-drawn trajectory, in units of trajectory step size, is calculated one by one. The trajectory deviation of any segment of the trajectory is compared with a preset tolerance range. If the deviation is within the tolerance range, the segment of the trajectory is marked as the first preset value. The number of trajectories marked as the first preset value among all user-drawn trajectories is counted. If the number of trajectories is greater than a preset trajectory threshold, it indicates that most user-drawn trajectories are within acceptable accuracy, and the system directly determines the second task completion degree as the second preset value, skipping the subsequent similarity calculation and improving the evaluation efficiency. If the number of trajectories does not reach the trajectory threshold, the system extracts the contour features or curvature features of the user-drawn trajectory and the standard drawing trajectory, calculates the cosine similarity or normalized distance between the feature vectors, and normalizes the calculation result as the second task completion degree.
[0211] S25. If there is second item usage information, match the first conversion weight corresponding to the second item usage information, and determine the second task completion degree according to the first conversion weight and trajectory deviation.
[0212] S26. If the completion rate of the second task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the second task.
[0213] S27. If the completion rate of the second task is not greater than the preset completion rate threshold, then display the upgrade failure message.
[0214] In this embodiment, if second item usage information exists, the conversion configuration table is queried according to the second item usage information, such as item type and item usage quantity, to obtain the first conversion weight. For example, when the item is an auxiliary correction type, the trajectory deviation is multiplied by the first conversion weight (a discount factor less than 1) to reduce the actual deviation, and then input into the scoring mapping function to obtain the corrected second task completion degree. The second task completion degree is compared with the completion degree threshold: if it is greater than the completion degree threshold, the character rank is promoted, and the attribute increment is calculated according to the magnitude of the completion degree exceeding the threshold and written into the character attribute field; if it is not greater than the completion degree threshold, a rank promotion failure message is generated and pushed to the client for display. In this process, the quantification of drawing accuracy and the auxiliary effect of the item are uniformly incorporated into the completion degree calculation framework, so that the evaluation of graphics drawing tasks has both objectivity and strategic flexibility.
[0215] In addition, a drawing speed factor can be added to the trajectory deviation calculation. When the user increases the drawing speed while maintaining a low deviation, an extra completion bonus can be given. The user's drawing trajectory can be evaluated in segments, and different deviation tolerances can be set for different graphic areas to make the score more in line with the graphic structure characteristics.
[0216] Please see Figure 9 For example, a user playing the strategist character "Xun You" receives a drawing task during an advancement mission, requiring them to copy a "Bagua Formation" diagram. The standard drawing trajectory is a coordinate sequence of a circle and an internal S-shaped dividing line. The user completes the drawing using a stylus, and the client reports a trajectory coordinate sequence with 120 sampling points. The user uses the task prop "Ink Ruler" (an auxiliary correction prop with a first conversion weight of 0.7) during the drawing process. After aligning the user's trajectory with the standard trajectory by step size sampling, the system calculates the average deviation of the 120 points to be 8 pixels. Looking up the conversion configuration table, the first conversion weight corresponding to the "Ink Ruler" is 0.7, and the corrected effective deviation is 8 × 0.7 = 5.6 pixels. The scoring mapping function converts the deviation of 5.6 into a second task completion score of 0.82. The preset completion score threshold is 0.75; 0.82 is greater than the threshold, and the advancement is successful. The system upgrades Xun You's rank to "Third-Tier Temple Strategist" and, based on the extent of the completion, increases his Intelligence from 82 to 84 and his Command from 60 to 61.
[0217] Please see Figure 10 In another example of the present invention, if the personalized interaction task is a rhythm sequence triggered task, then step 203 may include the following sub-steps S31-S37:
[0218] S31. Extract the page trigger location sequence and the trigger timestamp corresponding to each page trigger location from the user operation data;
[0219] S32. If any task item has been used, extract the corresponding third item usage information;
[0220] S33. Count the number of times the page triggers at each trigger timestamp to determine the sequence of trigger locations, and match the corresponding second conversion weight.
[0221] S34. Determine the initial rhythm score based on the matching degree between the standard trigger sequence corresponding to the page trigger position sequence and the rhythm sequence trigger task;
[0222] Rhythm sequence triggering tasks refer to personalized interactive tasks in which the system presets a standard position trigger sequence corresponding to a specific beat, requiring the user to complete the triggering operations in sequence according to the rhythm and position specified by the standard sequence within a limited time. It is often used in character advancement scenarios set up in rhythm. The accuracy of the user's operation timing and position is quantitatively scored to obtain the corresponding task completion degree, which is used as the basis for advancement judgment.
[0223] In this embodiment, after a user enters the rhythm sequence trigger task, the client will synchronously display visual beat prompts according to a preset rhythm, guiding the user to trigger interactive elements at designated locations at the corresponding beat points. The system will extract all trigger locations and corresponding timestamps from the reported user operation data, first counting the number of touch breaks during the operation. If the time interval between two consecutive trigger locations exceeds a preset multiple of the standard beat interval, it is counted as one touch break. Then, a second weight is matched according to the number of touch breaks. The more touch breaks, the lower the weight, which is used to reduce the final completion score. Subsequently, the user's page trigger location sequence is compared with the standard trigger sequence one by one to calculate the location matching accuracy. The time synchronization rate is calculated by combining the deviation between the timestamp of each trigger point and the standard beat timestamp. The location accuracy and time synchronization rate are weighted and aggregated to obtain the initial rhythm score.
[0224] S35. The initial rhythm score is weighted according to the second conversion weight and the third prop usage information to determine the completion rate of the third task;
[0225] Furthermore, S35 may include the following sub-steps:
[0226] If the third item usage information does not include the number of times the sequence breaks, then match the third conversion weight corresponding to the third item usage information;
[0227] The initial rhythm score is weighted according to the second and third conversion weights to determine the completion rate of the third task;
[0228] If the third item usage information includes the number of times the sequence disconnection is reduced, then the number of times the sequence disconnection is updated using the number of times the sequence disconnection is reduced, and then a new second conversion weight is matched, and the third conversion weight corresponding to the third item usage information is matched.
[0229] The initial rhythm score is weighted according to the new second and third conversion weights to determine the completion rate of the third task.
[0230] In this embodiment, after the user completes the rhythm triggering task and calculates the initial rhythm score, if the user has used a task item, the corresponding third item usage information is extracted, such as reducing a certain number of disconnections, increasing the score, or extending the disconnection judgment time. After extracting the third item usage information, the data structure is parsed to see if it contains a field for the number of disconnections. If this field does not exist or has a value of zero, the number of disconnections in the current sequence remains unchanged, and the second conversion weight is obtained by querying the configuration table based on the original number of disconnections. At the same time, the third conversion weight is obtained based on the item type. The initial rhythm score is then multiplied by the second conversion weight and the third conversion weight in sequence to obtain the third task completion degree.
[0231] If the number of times the penalty is reduced exists and is greater than zero, the number of times the penalty is reduced is subtracted from the number of times the current sequence breaks. The larger value of the result and zero is taken as the updated number of times the sequence breaks. Then, a new second conversion weight is matched based on the updated number of times the break is made, and the third conversion weight is also obtained. The third task completion is calculated by multiplying the initial rhythm score by the new second and third conversion weights. This allows the item to affect the final score in parallel from two dimensions: reducing the penalty for breaking the break and providing a direct score bonus. This distinguishes the mechanism of action of different items and enhances the strategic level of the item effect.
[0232] S36. If the completion rate of the third task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the third task.
[0233] S37. If the completion rate of the third task is not greater than the preset completion rate threshold, then display the upgrade failure message.
[0234] After calculating the completion rate of the third task, if the completion rate of the third task is greater than the completion rate threshold, the character's rank will be increased and the attributes will be increased according to the completion rate. If the completion rate is not greater than the threshold, a rank promotion failure message will be displayed.
[0235] Please see Figure 11For example, the strategist character "Xun You" receives a rhythm sequence trigger task during an advancement quest. He must tap the corresponding areas on the interface in the order of the five notes: "Gong—Shang—Jiao—Zhi—Yu," following the provided rhythm. The standard trigger sequence contains five trigger points with evenly spaced time intervals. User operation logs show: the first point, "Gong," has a correct time match; the second point, "Shang," has a delay exceeding the tolerance, counted as one tap failure; the third point, "Jiao," is correct; the fourth point, "Zhi," is correct; and the fifth point, "Yu," is correct. The sequence tap failure count is 1, and the second conversion weight obtained from the configuration table is 0.9. The user did not use any items, and the third item usage information is empty. Initial rhythm score calculation: 4 out of 5 points are perfectly matched, with a matching accuracy of 80% and a small average time offset deviation, resulting in an initial rhythm score of 0.78. Applying the second conversion weight: 0.78 × 0.9 = 0.702, the third task completion rate is 0.702. The completion threshold is 0.75. 0.702 is not greater than the threshold, so the upgrade failed. The system displays the upgrade failure information and suggests that you can strengthen your rhythm practice and try again.
[0236] It should be understood that although the steps in the flowcharts of the above embodiments are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the above embodiments may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.
[0237] The following describes the virtual character upgrade interaction device provided in the embodiments of the present invention. The virtual character upgrade interaction device described below and the virtual character upgrade interaction method described above can be referred to in correspondence.
[0238] Please see Figure 12 , Figure 12 The diagram shows a structural block diagram of a virtual character progression interaction device provided in an embodiment of the present invention.
[0239] In this embodiment of the invention, a virtual character advancement interaction device is provided, comprising:
[0240] The attribute enhancement module 301 is used to respond to the upgrade trigger command for the virtual character and enhance at least one character attribute of the virtual character by using at least one virtual experience item in combination with preset attribute bonus rules.
[0241] The task and prop determination module 302 is used to obtain the virtual character's associated upgrade-related information and upgrade stage information when any character attribute meets the upgrade trigger condition, and call the upgrade task generation model to determine and display personalized interactive tasks and task props based on the upgrade-related information and upgrade stage information.
[0242] The upgrade processing module 303 is used to continuously acquire user operation data for personalized interactive tasks and / or task props, and upgrade the character rank of the virtual character based on the user operation data.
[0243] Optionally, the attribute enhancement module 301 includes:
[0244] The character type acquisition submodule is used to respond to upgrade trigger commands for virtual characters and obtain the character type corresponding to the virtual character.
[0245] The first virtual experience item search submodule is used to search for first virtual experience items whose item type matches the character type.
[0246] The first character attribute enhancement submodule is used to consume the first virtual experience item and enhance the character attributes matching the character type within the virtual character according to the first bonus coefficient if the first virtual experience item exists and the number of items reaches the first enhancement threshold.
[0247] The second virtual experience item search submodule is used to search for second virtual experience items whose item type is related to the virtual character if the first virtual experience item does not exist or the number of first virtual experience items does not reach the first enhancement threshold.
[0248] The second character attribute enhancement submodule is used to consume the second virtual experience item when it is found and the second virtual experience item reaches the first enhancement threshold, and enhance all the character attributes of the virtual character according to the preset attribute bonus rules.
[0249] Optionally, the attribute enhancement module 301 is also specifically used for:
[0250] When the virtual environment in which the virtual character is located has an experience bonus, adjust the quantity of the first virtual experience item or the quantity of the second virtual experience item according to the experience bonus.
[0251] Alternatively, the virtual character's experience can be periodically increased according to experience gain until the character's experience reaches the maximum level experience, and all of the virtual character's attributes can be improved according to preset attribute bonus rules.
[0252] Optionally, character attributes include a single primary character attribute and multiple secondary character attributes; the secondary character attribute enhancement submodule is specifically used for:
[0253] Consume the second virtual experience item to increase the first character's attributes according to the second bonus coefficient, which matches the item type of the second virtual experience item;
[0254] The third bonus coefficient is used to enhance the second character's attributes that do not match the item type of the second virtual experience item; where the first bonus coefficient is greater than the second bonus coefficient, and the second bonus coefficient is greater than the third bonus coefficient.
[0255] Optionally, the attribute enhancement module 301 is specifically used for:
[0256] Respond to upgrade trigger commands for virtual characters and obtain the total number of various virtual experience items;
[0257] If the total number of items reaches the second enhancement threshold, then various virtual experience items will be consumed, and at least one character attribute of the virtual character will be enhanced according to the proportion of each type of virtual experience item.
[0258] Optionally, the attribute enhancement module 301 is specifically used for:
[0259] In response to an upgrade trigger command for a virtual character, determine at least one attribute to be upgraded selected by the upgrade trigger command;
[0260] Does the number of virtual experience items that match each attribute to be improved meet the third improvement threshold?
[0261] If so, then consume virtual experience items that match the attributes to be improved, and increase the attributes to be improved according to the fourth bonus coefficient;
[0262] If not, display the acquisition path information for virtual experience items whose quantity does not meet the third enhancement threshold.
[0263] Optionally, the task and item determination module 302 is specifically used for:
[0264] Extract character attributes, user upgrade preference information, and character description information from upgrade-related information to construct the upgrade state vector corresponding to the virtual character;
[0265] Match the initial expected difficulty according to the information of the advancement stage, and match and display the task items according to the initial expected difficulty;
[0266] The ascending task generation model is invoked to generate at least one initial interactive task based on the ascending state vector and the initial expected difficulty.
[0267] The ascension task evaluation model is invoked to predict the ascension success rate based on the initial interaction task and the ascension state vector;
[0268] If the success rate of the advancement deviates from the probability range of the initial expected difficulty, the model parameters of the advancement task generation model will be adjusted according to the preset adjustment rules to obtain a new advancement task generation model.
[0269] Jump to execute the step of calling the upgrade task generation model to generate at least one initial interactive task according to the upgrade state vector and the initial expected difficulty, until the upgrade success rate is within the probability range of the initial expected difficulty, and use the initial interactive task at the current moment to determine the personalized interactive task and display it.
[0270] Optionally, if the personalized interactive task is a multiple-choice question task, then the escalation processing module 303 is specifically used for:
[0271] Extract the correct answer rate, number of answers, and average answer time for the option-based question-and-answer task from user operation data;
[0272] If any task item has been used, extract the corresponding first item usage information;
[0273] The first answer score is calculated based on the accuracy rate, the number of questions answered, and the average answering time.
[0274] The score of the first answer is weighted according to the information on the use of the first prop to obtain the completion rate of the first task;
[0275] If the completion rate of the first task is greater than the preset completion rate threshold, the character's rank will be increased, and the character's attributes will be increased according to the completion rate of the first task.
[0276] If the completion rate of the first task is not greater than the preset completion rate threshold, an upgrade failure message will be displayed.
[0277] Optionally, the upgrade processing module 303 is also specifically used for:
[0278] If the interval between receiving option selection instructions during the execution of the option-answering task is less than a preset interval threshold, and the answer accuracy rate of the option-answering task is greater than a preset accuracy rate threshold, then the upgrade task generation model is invoked to increase the difficulty of the unanswered questions in the option-answering task based on upgrade-related information.
[0279] Optionally, if the personalized interaction task is a graphics drawing task, then the upgrade processing module 303 includes:
[0280] The user drawing trajectory extraction submodule is used to extract the user drawing trajectory of the graphics drawing task from user operation data.
[0281] The second item usage information extraction submodule is used to extract the corresponding second item usage information if any task item has been used.
[0282] The trajectory deviation calculation submodule is used to calculate the trajectory deviation based on the user-drawn trajectory and the standard drawing trajectory of the graphics drawing task, according to the preset trajectory step size.
[0283] The second task completion calculation submodule is used to determine the second task completion based on the trajectory deviation if there is no information on the use of the second item.
[0284] The second task completion determination submodule is used to match the first conversion weight corresponding to the second item usage information if there is second item usage information, and determine the second task completion according to the first conversion weight and the trajectory deviation.
[0285] The third character attribute enhancement submodule is used to enhance the character rank of the virtual character and enhance the character attributes of the virtual character according to the completion of the second task if the completion of the second task is greater than the preset completion threshold.
[0286] The first upgrade failure information display submodule is used to display upgrade failure information if the completion rate of the second task is not greater than the preset completion rate threshold.
[0287] Optionally, the second task completion calculation submodule is used for:
[0288] If any trajectory deviation is within the preset tolerance range, the trajectory deviation is set as the first preset value.
[0289] If the number of trajectories with a trajectory deviation of a preset value is greater than the preset trajectory threshold, then the second task completion rate is determined to be the second preset value.
[0290] If the number of trajectories with a trajectory deviation of a preset value is not greater than the preset trajectory threshold, then the trajectory similarity between the user-drawn trajectory and the standard drawn trajectory is calculated, normalized, and used as the second task completion degree.
[0291] Optionally, if the personalized interaction task is a rhythm sequence triggered task, then the escalation processing module 303 includes:
[0292] The trigger information acquisition submodule is used to extract the page trigger location sequence and the trigger timestamp corresponding to each page trigger location from user operation data;
[0293] The third item usage information extraction submodule is used to extract the corresponding third item usage information if any task item has been used.
[0294] The submodule for determining the number of touch interruptions and the conversion weight is used to count the number of touch interruptions in the sequence of page trigger positions based on each trigger timestamp, and match the corresponding second conversion weight.
[0295] The initial rhythm score calculation submodule is used to determine the initial rhythm score based on the matching degree between the page trigger position sequence and the standard trigger sequence corresponding to the rhythm sequence trigger task.
[0296] The third task completion determination submodule is used to weight the initial rhythm score according to the second conversion weight and the third prop usage information to determine the third task completion.
[0297] The fourth character attribute enhancement submodule is used to enhance the virtual character's character rank and improve the virtual character's character attributes according to the completion of the third task if the completion rate of the third task is greater than the preset completion rate threshold.
[0298] The second upgrade failure information display submodule is used to display upgrade failure information if the completion rate of the third task is not greater than the preset completion rate threshold.
[0299] Optionally, the third task completion determination submodule is specifically used for:
[0300] If the third item usage information does not include the number of times the sequence breaks, then match the third conversion weight corresponding to the third item usage information;
[0301] The initial rhythm score is weighted according to the second and third conversion weights to determine the completion rate of the third task;
[0302] If the third item usage information includes the number of times the sequence disconnection is reduced, then the number of times the sequence disconnection is updated using the number of times the sequence disconnection is reduced, and then a new second conversion weight is matched, and the third conversion weight corresponding to the third item usage information is matched.
[0303] The initial rhythm score is weighted according to the new second and third conversion weights to determine the completion rate of the third task.
[0304] This invention provides a computer device, including a memory and a processor. The memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of the virtual character progression interaction method as described in any embodiment of this invention.
[0305] Indicatively, such as Figure 13 As shown, Figure 13 This is a schematic diagram of the internal structure of a computer device 400 provided in an embodiment of the present invention. The computer device 400 can be provided as a server. (Refer to...) Figure 13The computer device 400 includes a processing component 402, which further includes one or more processors, and memory resources represented by memory 401 for storing instructions, such as application programs, that can be executed by the processing component 402. The application programs stored in memory 401 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 402 is configured to execute instructions to perform the text recognition method of any of the above embodiments.
[0306] The computer device 400 may also include a power supply component 403 configured to perform power management of the computer device 400, a wired or wireless network interface 404 configured to connect the computer device 400 to a network, and an input / output (I / O) interface 405. The computer device 400 may operate based on storage.
[0307] This invention provides a computer-readable storage medium storing a computer program thereon, which, when executed, implements the virtual character progression interaction method as described in any embodiment of this invention.
[0308] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the above-described device and module can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0309] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or modules may be electrical, mechanical, or other forms.
[0310] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical modules; that is, they may be located in one place or distributed across multiple network modules. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs.
[0311] Furthermore, the functional modules in the various embodiments of the present invention can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The integrated modules described above can be implemented in hardware or as software functional modules.
[0312] If the integrated module is implemented as a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0313] The above-described embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit it. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.
Claims
1. A method for interactive progression of a virtual character, characterized in that, include: In response to an upgrade trigger command for a virtual character, at least one virtual experience item is used in combination with a preset attribute bonus rule to enhance at least one character attribute of the virtual character; When any of the character attributes meets the promotion trigger condition, the promotion-related information and promotion stage information associated with the virtual character are obtained, and the promotion task generation model is called to determine and display personalized interactive tasks and task props based on the promotion-related information and promotion stage information. Continuously acquire user operation data for the personalized interactive tasks and / or the task props, and improve the character rank of the virtual character based on the user operation data.
2. The method for advancing a virtual character according to claim 1, characterized in that, The step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with preset attribute bonus rules to enhance at least one character attribute of the virtual character includes: In response to an upgrade trigger command for a virtual character, obtain the character type corresponding to the virtual character; Search for the first virtual experience item whose type matches the character type; If the first virtual experience item exists and the number of items reaches the first enhancement threshold, then the first virtual experience item is consumed, and the character attributes matching the character type within the virtual character are enhanced according to the first bonus coefficient. If the first virtual experience item does not exist or the number of the first virtual experience item does not reach the first enhancement threshold, then search for a second virtual experience item whose item type is related to the virtual character. When the second virtual experience item is found and the second virtual experience item reaches the first enhancement threshold, the second virtual experience item is consumed to enhance all the character attributes of the virtual character according to the preset attribute bonus rules.
3. The method for the advancement interaction of virtual characters according to claim 1 or 2, characterized in that, The method further includes: When the virtual environment in which the virtual character is located has an experience gain, the quantity of the first virtual experience item or the quantity of the second virtual experience item is adjusted according to the experience gain. Alternatively, the virtual character's experience can be periodically increased according to the experience gain until the character's experience reaches the maximum level experience, and all of the virtual character's attributes can be improved according to the preset attribute bonus rules.
4. The method for the advancement interaction of virtual characters according to claim 2, characterized in that, The character attributes include a single first character attribute and multiple second character attributes; The step of consuming the second virtual experience item to enhance all the character attributes of the virtual character according to a preset attribute bonus rule includes: Consume the second virtual experience item to increase the first character's attributes that match the item type of the second virtual experience item according to the second bonus coefficient; The third bonus coefficient is used to enhance the attributes of the second character that do not match the item type of the second virtual experience item; wherein the first bonus coefficient is greater than the second bonus coefficient, and the second bonus coefficient is greater than the third bonus coefficient.
5. The method for the advancement interaction of virtual characters according to claim 1, characterized in that, The step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with preset attribute bonus rules to enhance at least one character attribute of the virtual character includes: Respond to upgrade trigger commands for virtual characters and obtain the total number of various virtual experience items; If the total number of items reaches the second enhancement threshold, then all types of virtual experience items are consumed, and at least one character attribute of the virtual character is enhanced according to the proportion of each type of virtual experience item.
6. The method for advancing a virtual character according to claim 1, characterized in that, The step of responding to an upgrade trigger command for a virtual character and using at least one virtual experience item combined with preset attribute bonus rules to enhance at least one character attribute of the virtual character includes: In response to an upgrade trigger command for a virtual character, determine at least one attribute to be upgraded selected by the upgrade trigger command; The search checks whether the number of virtual experience items matching each of the aforementioned attributes to be improved meets the third improvement threshold. If so, then consume virtual experience items that match each of the aforementioned attributes to be improved, and increase the aforementioned attributes according to the fourth bonus coefficient; If not, display the acquisition path information corresponding to the virtual experience item whose quantity does not meet the third enhancement threshold.
7. The method for advancing a virtual character according to claim 1, characterized in that, The steps of calling the advancement task generation model to determine and display personalized interactive tasks and task props based on the advancement-related information and the advancement stage information include: Extract the character attributes, user upgrade preference information, and character description information from the upgrade-related information to construct the upgrade state vector corresponding to the virtual character; Match the corresponding initial expected difficulty according to the aforementioned advancement stage information, and match and display the task items according to the initial expected difficulty; The ascending task generation model is invoked to generate at least one initial interactive task according to the ascending state vector and the initial expected difficulty; The advancement task evaluation model is invoked to predict the advancement success rate based on the initial interaction task and the advancement state vector; If the success rate of the advancement deviates from the probability range of the initial expected difficulty, the model parameters of the advancement task generation model are adjusted according to the preset adjustment rules to obtain a new advancement task generation model. Jump to execute the step of calling the upgrade task generation model to generate at least one initial interactive task according to the upgrade state vector and the initial expected difficulty, until the upgrade success rate is within the probability interval of the initial expected difficulty, and use the initial interactive task at the current moment to determine the personalized interactive task and display it.
8. The method for the advancement interaction of virtual characters according to claim 1, characterized in that, If the personalized interactive task is a multiple-choice question task, then the step of improving the virtual character's rank based on the user operation data includes: Extract the correct answer rate, number of answers, and average answer time for the answer task from the user operation data; If any of the aforementioned task items are used, then extract the corresponding first item usage information; The first answer score is calculated based on the accuracy rate, the number of answers, and the average answering time. The first task completion rate is obtained by weighting the first answer score according to the first item usage information; If the completion rate of the first task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the first task. If the completion rate of the first task is not greater than the preset completion rate threshold, then the upgrade failure message will be displayed.
9. The method for advancing a virtual character according to claim 8, characterized in that, Also includes: If the interval between receiving option selection instructions during the execution of the option-answering task is less than a preset interval threshold, and the answer accuracy rate of the option-answering task is greater than a preset accuracy rate threshold, then the upgrade task generation model is invoked to increase the difficulty of the unanswered questions in the option-answering task based on the upgrade-related information.
10. The method for the advancement interaction of virtual characters according to claim 1, characterized in that, If the personalized interaction task is a graphics drawing task, then the step of upgrading the virtual character's rank based on the user operation data includes: Extract the user drawing trajectory of the graphics drawing task from the user operation data; If any of the aforementioned task items are used, then extract the corresponding second item usage information; Based on the user-drawn trajectory and the standard drawing trajectory of the graphics drawing task, the trajectory deviation is calculated according to the preset trajectory step size; If there is no information on the use of the second item, the completion rate of the second task is determined based on the trajectory deviation. If the second item usage information exists, then match the first conversion weight corresponding to the second item usage information, and determine the second task completion degree according to the first conversion weight and the trajectory deviation amount; If the completion rate of the second task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the second task. If the completion rate of the second task is not greater than the preset completion rate threshold, an upgrade failure message will be displayed.
11. The method for the advancement interaction of virtual characters according to claim 10, characterized in that, The step of determining the second task completion degree based on the trajectory deviation includes: If any of the trajectory deviations is within a preset tolerance range, then the trajectory deviation is determined as a first preset value; If the number of trajectories with a trajectory deviation of a preset value is greater than a preset trajectory threshold, then the second task completion rate is determined to be the second preset value. If the number of trajectories with a predetermined trajectory deviation is not greater than a preset trajectory threshold, then the trajectory similarity between the user-drawn trajectory and the standard drawn trajectory is calculated, normalized, and used as the second task completion degree.
12. The method for the advancement interaction of virtual characters according to claim 1, characterized in that, If the personalized interactive task is a rhythm sequence triggered task, then the step of improving the virtual character's rank based on the user operation data includes: Extract the page trigger location sequence and the trigger timestamp corresponding to each page trigger location from the user operation data; If any of the aforementioned task items are used, then extract the corresponding third item usage information; Based on each trigger timestamp, the number of times the page trigger position sequence is interrupted is counted, and the corresponding second conversion weight is matched. The initial rhythm score is determined based on the matching degree between the page trigger position sequence and the standard trigger sequence corresponding to the rhythm sequence trigger task. The initial rhythm score is weighted according to the second conversion weight and the third prop usage information to determine the completion degree of the third task; If the completion rate of the third task is greater than the preset completion rate threshold, the character rank of the virtual character will be increased, and the character attributes of the virtual character will be increased according to the completion rate of the third task. If the completion rate of the third task is not greater than the preset completion rate threshold, then the upgrade failure message will be displayed.
13. The method for the advancement interaction of virtual characters according to claim 12, characterized in that, The step of weighting the initial rhythm score according to the second conversion weight and the third item usage information to determine the third task completion degree includes: If the third item usage information does not include the number of times the sequence disconnection is reduced, then the third conversion weight corresponding to the third item usage information is matched; The initial rhythm score is weighted according to the second and third conversion weights to determine the third task completion rate; If the third item usage information includes a reduction in the number of times the sequence breaks, then the number of times the sequence breaks is updated using the reduction, a new second conversion weight is matched, and the third conversion weight corresponding to the third item usage information is matched. The initial rhythm score is weighted according to the new second and third conversion weights to determine the third task completion rate.
14. A virtual character progression interaction device, characterized in that, include: The attribute enhancement module is used to respond to upgrade trigger commands for virtual characters and enhance at least one character attribute of the virtual character by using at least one virtual experience item in combination with preset attribute bonus rules. The task and item determination module is used to obtain the upgrade-related information and upgrade stage information associated with the virtual character when any of the character attributes meets the upgrade trigger conditions, and to call the upgrade task generation model to determine and display personalized interactive tasks and task items based on the upgrade-related information and upgrade stage information. The upgrade processing module is used to continuously acquire user operation data for the personalized interactive task and / or the task prop, and upgrade the character rank of the virtual character based on the user operation data.
15. A computer device, characterized in that, The device includes a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor causes the processor to perform the steps of the virtual character progression interaction method as described in any one of claims 1-13.
16. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed, it implements the virtual character progression interaction method as described in any one of claims 1-13.