A game interaction control method, device and equipment and storage medium
Patent Information
- Application Number
- CN202611122194.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-27
- Publication Date
- 2026-09-25
AI Technical Summary
[0005]本发明提供了一种游戏交互控制方法、装置、设备和存储介质,解决了现有的自走棋方案仅由玩家的游戏策略水平决定资源获取效率,新手玩家与资深玩家之间存在显著资源获取差异,进而导致游戏交互资源浪费的技术问题
本发明通过在自走棋游戏界面接收到虚拟对象召唤指令且召唤资源值满足预设的资源条件的情况下,选取目标词汇和词汇考察形式,并根据目标词汇和词汇考察形式生成词汇考察题目,在自走棋游戏界面显示词汇考察题目;在接收到对词汇考察题目的第一作答结果且第一作答结果正确的情况下,在备战区域显示与目标词汇关联的虚拟对象;响应于对备战区域任一备战虚拟对象的对战区域部署操作,按照预设对战规则驱动位于对战区域内的对战虚拟对象进行对战;响应于在对战过程中对任一己方虚拟对象的回忆触发指令,在自走棋游戏界面显示回忆触发指令对应的回忆词汇考察题目,并根据对回忆词汇考察题目的第二作答结果,对回忆触发指令选定的己方虚拟对象施加预设的状态效果。通过引入词汇考察机制,将玩家的语言能力与游戏进程动态关联,使棋子招募不再仅依赖虚拟资源消耗,而是基于玩家对词汇的掌握程度进行适应性分配,有效平衡不同游戏策略水平玩家的资源获取差距,同时在对战过程结合回忆触发机制,使得玩家能够在自走棋对战过程中对虚拟对象进行互动操作,以增加新手玩家的可交互内容,减少因玩家在游戏中的过早退出所导致的游戏交互资源加载浪费。
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Figure CN122806061A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer control technology, and in particular to a game interaction control method, apparatus, device, and storage medium. Background Technology
[0002] Auto Chess is a strategic, automated battle board game. During the game, players first acquire (recruit) virtual heroes (also called pieces) through purchases, upgrades, etc., and then arrange these pieces in their corresponding positions on the board to complete the preparation. During the battle, the pieces on the board will automatically engage in combat based on their attributes, position, account affiliation, and other factors.
[0003] Currently, auto chess games only employ a piece exchange mechanism based on virtual resources. This mechanism uses a pre-defined table on the server to map piece attribute data to virtual resource consumption, exchanging pieces according to the amount of virtual resources spent. In this mechanism, the strength of a piece is positively correlated with the amount of virtual resources invested. For example, players purchase pieces with gold coins, and the more expensive the piece, the stronger it is.
[0004] In the exchange logic of the aforementioned game system based on static mapping tables and fixed resource settlement formulas, the player's game strategy level directly determines their resource acquisition efficiency. The system's resource output balance is poor. New players, due to their low resource acquisition efficiency and constant trial and error, have their lineup building cycle significantly prolonged, resulting in a long-term state of inefficient accumulation. This causes some players to quit the game prematurely. However, in order to maintain the normal gameplay of the remaining players, the game interaction resources of these players who quit the game still need to occupy the game system process without further interaction, thus leading to a waste of game interaction resources. Summary of the Invention
[0005] This invention provides a game interaction control method, apparatus, device, and storage medium, solving the technical problem that existing auto chess solutions rely solely on the player's game strategy level to determine resource acquisition efficiency, leading to significant differences in resource acquisition between novice and experienced players, and consequently wasting game interaction resources. The first aspect of this invention provides a game interaction control method, comprising: The game interface for Auto Chess is displayed, which includes a preparation area and a battle area. Upon receiving a virtual object summoning command and meeting preset summoning conditions, a target word and a word examination format are selected, and a word examination question is generated based on the target word and the word examination format. The word examination question is then displayed on the auto chess game interface. Upon receiving the first answer to the vocabulary test question and confirming that the first answer is correct, a virtual object associated with the target vocabulary is displayed in the preparation area. In response to the deployment operation of the battle area for any virtual object in the preparation area, the virtual objects located in the battle area are driven to engage in battle according to the preset battle rules; In response to a recall trigger command for any friendly virtual object during a battle, the game interface displays a recall vocabulary test question corresponding to the recall trigger command, and applies a preset state effect to the friendly virtual object selected by the recall trigger command based on the second answer to the recall vocabulary test question.
[0006] Optionally, the step of selecting a target vocabulary and a vocabulary assessment format upon receiving a virtual object summoning command and meeting preset summoning conditions, generating vocabulary assessment questions based on the target vocabulary and the vocabulary assessment format, and displaying the vocabulary assessment questions on the auto chess game interface includes: Upon receiving a virtual object summoning command and meeting the preset summoning conditions, the target word is selected from the source thesaurus specified by the virtual object summoning command; If the virtual object summoning command contains content related to the examination format, then the corresponding vocabulary examination format is matched according to the content related to the examination format; wherein, the content related to the examination format includes the desired examination format, the desired object level, or the desired virtual object; If the virtual object summoning command does not contain any content related to the examination format, then the corresponding vocabulary examination format will be matched according to the random selection result or the stage restriction level of the auto chess game interface. Using the question template corresponding to the vocabulary assessment format and the target vocabulary, generate vocabulary assessment questions and answers; The vocabulary test questions are displayed on the Auto Chess game interface.
[0007] Optionally, selecting the target vocabulary from the source thesaurus specified by the virtual object summoning command includes: Determine whether the virtual object summoning command contains a specified demand identifier; If the specified requirement identifier is not included, at least one target word is randomly selected from the source word library specified by the virtual object summoning instruction, or the target word is selected from the source word library specified by the virtual object summoning instruction according to the preset difficulty level and / or the user's historical answer situation; If the specified requirement identifier is included, then determine whether the vocabulary associated with the specified requirement identifier has been assigned; If not assigned, the vocabulary associated with the specified demand identifier will be determined as the target vocabulary; If already assigned, the target word is randomly selected from the source word library specified by the virtual object summoning command.
[0008] Optionally, the determination step of the preset summoning conditions includes: When a virtual object summoning command is received from the auto chess game interface, the summoning resource value corresponding to the user to which the auto chess game interface belongs is read; wherein, the summoning resource value is increased according to a preset recovery period and a preset increase until a resource threshold is reached; If the summoned resource value is less than the preset resource consumption threshold, it is determined that the preset summoning conditions are not met, and a resource shortage prompt message is output. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction does not contain a specified demand identifier, then it is determined that the preset summoning conditions are met, the summoned resource value is consumed according to the first preset amplitude, and the steps of selecting target words and word examination forms are executed. If the summoned resource value is greater than or equal to a preset resource consumption threshold, and the virtual object summoning instruction contains a specified demand identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to a second preset amplitude, and the steps of selecting target words and word examination forms are executed; wherein, the second preset amplitude is greater than the first preset amplitude.
[0009] Optionally, the step of displaying a virtual object associated with the target vocabulary in the preparation area upon receiving a first answer to the vocabulary test question and confirming that the first answer is correct includes: If the first answer to the vocabulary test question is received within a first preset time period, then the first answer is compared with the answer to the question corresponding to the vocabulary test question. If the first answer is completely consistent with the answer to the question or the similarity reaches a preset first matching threshold, then the first answer is determined to be correct, and a virtual object associated with the target word is displayed in the preparation area.
[0010] Optionally, the step of responding to the battle area deployment operation of any virtual object in the preparation area, and driving the virtual objects located in the battle area to engage in battle according to preset battle rules, includes: In response to a battle zone deployment operation on any virtual object in the preparation area, the number of virtual objects currently deployed in the battle zone is detected. If the number of currently deployed virtual objects is less than the preset maximum number of virtual objects that can be deployed, then the target battle position specified by the battle area deployment operation is located in the battle area, and the virtual objects in preparation are moved to the target battle position as their own virtual objects. Based on the part of speech of the target vocabulary to which each of the aforementioned virtual objects belongs, and the preset bond triggering rules, attribute bonuses are applied to the aforementioned virtual objects; In response to the game start command, all virtual objects in the battle area are driven to engage in battle according to the preset battle rules; wherein, the virtual objects in battle include friendly virtual objects and enemy virtual objects.
[0011] Optionally, the step of applying attribute bonuses to the virtual objects based on the part-of-speech of the target vocabulary to which each virtual object belongs and a preset bond triggering rule includes: Based on the part of speech of the target words to which each of the aforementioned virtual objects belongs, the preset bond triggering rules are retrieved to determine the bond category to which each of the aforementioned virtual objects belongs; If the number of allied virtual objects under the same bond category is within the preset bond activation range, then all allied virtual objects belonging to that bond category will receive the attribute bonus corresponding to that bond category within the bond activation range.
[0012] Optionally, the step of applying a preset state effect to the virtual object selected by the recall trigger command based on the second answer to the vocabulary recall test question includes: If a second answer to the vocabulary recall test is received within a second preset time period, it is determined whether the similarity between the second answer and the answer to the vocabulary recall test reaches a preset second matching threshold. If the second matching threshold is reached, a preset gain state effect is applied to the virtual object selected by the memory trigger command. If the second matching threshold is not reached, or if no second answer to the vocabulary recall question is received within the second preset time period, then a preset debuff effect is applied to the virtual object selected by the recall trigger command, or the current state is maintained.
[0013] Optionally, the step of responding to the game start command and driving all virtual objects in the battle area to engage in battle according to preset battle rules includes: In response to the game start command, obtain the current attribute values and position information of all virtual objects in the battle area; According to the current attribute values and the position information, the preset battle rules are matched, and all the battle virtual objects in the battle area are driven to fight. During the battle process, the attribute change information and skill cooldown time of each battle virtual object are continuously acquired. When the cooldown time of any of the aforementioned skills reaches zero, the corresponding combat virtual object is driven to release the virtual skill, and the attribute change information of the friendly virtual object and / or enemy virtual object affected by the virtual skill is updated.
[0014] Optionally, when the cooldown time of any of the skills reaches zero, driving the corresponding virtual object in battle to release the virtual skill, and updating the attribute change information of the friendly and / or enemy virtual objects affected by the virtual skill, includes: When the cooldown time of any of the aforementioned skills reaches zero, the virtual object in the battle whose skill cooldown time has reached zero is identified as the first virtual object, and the first virtual object is driven to release virtual skills according to the skill priority of the first virtual object. Based on the skill effect of the virtual skill, attribute adjustments are made to the attribute change information of friendly virtual objects and / or enemy virtual objects within the skill range of the virtual skill; the attribute adjustment includes attribute increase and attribute decrease. Recalculate the skill cooldown time of the first virtual object.
[0015] Optionally, it also includes: The vocabulary in multiple preset thesauruses is traversed, and the difficulty rating is determined according to the vocabulary attributes of the vocabulary to obtain the rating result corresponding to each vocabulary. Based on the rating result and vocabulary attributes corresponding to each of the vocabulary words, a virtual object associated with each of the vocabulary words is instantiated and generated.
[0016] Optionally, it also includes: In response to a dictionary selection instruction, the source dictionary for the target vocabulary is determined from a plurality of preset dictionaries; the source dictionary includes at least one of a basic dictionary, an advanced dictionary, and a custom dictionary.
[0017] Optionally, the step of instantiating a virtual object associated with each word based on the rating result and word attributes corresponding to each word includes: Based on the rating result and vocabulary attributes corresponding to each word, the corresponding virtual object's basic attributes are matched in a preset rating mapping table. According to each of the aforementioned words and resource mapping rules, determine the virtual avatar resource corresponding to each of the aforementioned words; Extract part-of-speech features from each of the vocabulary attributes, and determine virtual skill resources according to the part-of-speech features; Combine the basic attributes, virtual image resources, and virtual skill resources of the virtual object associated with each of the aforementioned words to instantiate and generate the virtual object associated with each of the aforementioned words.
[0018] Optionally, it also includes: When there are multiple second virtual objects in the preparation area that meet a preset quantity threshold, the second virtual objects that meet the quantity threshold are consumed to perform a fusion operation and generate a third virtual object; wherein, the rank of the third virtual object is higher than that of the second virtual object; The third virtual object is added to the preparation area as a new preparation virtual object.
[0019] Optionally, it also includes: In response to an operation that expands the vocabulary of any virtual object in the preparation area, a vocabulary details panel corresponding to the virtual object is displayed.
[0020] A second aspect of the present invention provides a game interaction control device, comprising: The interface display module is used to display the auto chess game interface, which includes a preparation area and a battle area. The vocabulary test question generation and display module is used to select target vocabulary and vocabulary test format when receiving a virtual object summoning command and the summoning resource value meets the preset resource conditions, and generate vocabulary test questions based on the target vocabulary and the vocabulary test format, and display the vocabulary test questions on the auto chess game interface. A virtual object display module is used to display a virtual object associated with the target vocabulary in the preparation area when a first answer to the vocabulary test question is received and the first answer is correct. The battle-driving module is used to respond to the battle area deployment operation of any virtual object in the preparation area and drive the virtual objects in the battle area to engage in battle according to the preset battle rules. The memory trigger module is used to respond to a memory trigger command for any friendly virtual object during the game, display the memory vocabulary test question corresponding to the memory trigger command on the auto chess game interface, and apply a preset state effect to the friendly virtual object selected by the memory trigger command based on the second answer to the memory vocabulary test question.
[0021] 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 game interaction control method as described in any of the first aspects of the present invention.
[0022] A fourth aspect of the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed, implements the game interaction control method as described in any of the first aspects of the present invention.
[0023] As can be seen from the above technical solutions, the present invention has the following advantages: This invention, upon receiving a virtual object summoning command in the auto chess game interface and finding that the summoned resource value meets preset resource conditions, selects a target vocabulary and a vocabulary examination format, generates vocabulary examination questions based on the target vocabulary and the vocabulary examination format, and displays the vocabulary examination questions in the auto chess game interface; upon receiving a first answer to the vocabulary examination questions and finding that the first answer is correct, displays a virtual object associated with the target vocabulary in the preparation area; in response to a deployment operation in the battle area of any virtual object in the preparation area, drives the virtual objects in the battle area to engage in battle according to preset battle rules; in response to a recall trigger command for any friendly virtual object during the battle, displays the recall vocabulary examination questions corresponding to the recall trigger command in the auto chess game interface, and applies preset status effects to the friendly virtual object selected by the recall trigger command based on a second answer to the recall vocabulary examination questions. By introducing a vocabulary assessment mechanism, players' language abilities are dynamically linked to the game's progress. This makes piece recruitment no longer solely dependent on virtual resource consumption, but rather adaptively allocated based on players' vocabulary mastery. This effectively balances the resource acquisition gap among players of different game strategy levels. At the same time, the game incorporates a memory trigger mechanism, allowing players to interact with virtual objects during auto chess battles. This increases the interactive content for novice players and reduces the waste of game interaction resources caused by players quitting the game too early. Attached Figure Description
[0024] 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.
[0025] Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application; Figure 2 A flowchart illustrating the steps of a game interaction control method provided in an embodiment of the present invention; Figure 3 A schematic diagram of an auto chess game interface provided in an embodiment of the present invention; Figure 4 This is a flowchart illustrating the steps for generating vocabulary test questions in an embodiment of the present invention. Figure 5 A schematic diagram illustrating a vocabulary test question provided in an embodiment of the present invention; Figure 6 This is a flowchart illustrating the steps of the virtual object instantiation process in an embodiment of the present invention; Figure 7This is a schematic diagram illustrating the display of virtual characters in a preparation area, provided by an embodiment of the present invention. Figure 8 This is a flowchart illustrating the virtual object deployment and battle steps in an embodiment of the present invention; Figure 9 This is a schematic diagram illustrating the activation of a player's virtual character's bond system, provided as an embodiment of the present invention. Figure 10 This is a flowchart illustrating the steps of driving the battle process of the virtual battle object in an embodiment of the present invention; Figure 11 This is a schematic diagram illustrating a vocabulary recall test question provided in an embodiment of the present invention; Figure 12 A structural block diagram of a game interaction control device provided in an embodiment of the present invention; Figure 13 This is a schematic diagram of the structure of a computer device provided in an embodiment of the present invention. Detailed Implementation
[0026] In existing auto-chess games, players typically purchase pieces by consuming virtual resources (such as gold) and deploy them on the board. The system then automatically drives the battle based on the pieces' attributes, positions, and synergy combinations. In this conventional approach, the efficiency of acquiring pieces and their strength directly depend on the player's use of game economic strategies; the more resources a player has and the more expensive a piece is to acquire, the stronger it is. This mechanism leads to significant differences in the efficiency of lineup building among players.
[0027] Based on this, this application introduces vocabulary quizzes into the piece summoning process, dynamically linking piece acquisition with the player's vocabulary mastery. At the same time, it differentiates piece attributes and skills based on factors such as vocabulary difficulty, part of speech, and historical answer performance. Furthermore, it influences the real-time battle situation by recalling answers during the battle phase, thereby integrating language learning interaction while retaining the auto chess strategy framework, enhancing both fun and fairness.
[0028] Furthermore, before describing the specific implementation process of this application, the application environment of this application will first be described. Please refer to [link / reference needed]. Figure 1 , Figure 1 This is a schematic diagram of the application architecture provided for an embodiment of this application. Figure 1The application architecture includes a server 110 and a client 120. The server 110 can be of various types, such as a game server or an application server. It can be used to store game data (including a dictionary, a chess piece mapping table, player answer records, and battle data), process player requests, and execute core processing steps such as generating vocabulary test questions, determining answers, instantiating chess pieces, and performing battle logic calculations. Furthermore, the server 110 can be a standalone physical server, a server cluster composed of multiple physical servers, or a distributed system. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The client 120 can be a terminal device such as a smartphone, tablet, personal computer, or smart wearable device. Players interact with the game system through the graphical user interface of the client 120, such as triggering virtual object summoning commands, answering vocabulary questions, performing preparation deployment operations, triggering recall commands, and viewing battle results. The server 110 and the client 120 establish a communication connection through the network to realize real-time data transmission and synchronization. For example, the client 120 sends the answer result to the server 110, the server 110 returns the chess piece generation instruction or attribute update data, and the client 120 renders the interface and drives the animation accordingly.
[0029] It is understood that the above-mentioned game interaction method can run on personal mobile terminals, on server 110, or on third-party devices to provide game interaction services. The specific method can be run as a program on the above-mentioned devices, or as a system component of the above-mentioned devices, or as a cloud service program. The specific operating mode depends on the actual scenario and is not limited here.
[0030] This invention provides a game interaction control method, device, equipment, and storage medium to solve the technical problem that existing auto chess solutions rely solely on the player's game strategy level to determine resource acquisition efficiency, resulting in significant differences in resource acquisition between novice and experienced players, and consequently, wasting game interaction resources.
[0031] 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.
[0032] Please see Figure 2 , Figure 2 A flowchart illustrating the steps of a game interaction control method provided in an embodiment of the present invention.
[0033] The present invention provides a game interaction control method, comprising: Step 101: Display the Auto Chess game interface, which includes a preparation area and a battle area. The Auto Chess game interface refers to the user graphical interface of the Auto Chess game displayed on the terminal device. Its layout is divided into at least two functional areas, such as... Figure 3 The interface includes a preparation area and a battle area. The preparation area is an interactive grid area displaying icons or models of virtual objects that have not yet participated in the current round of combat. Virtual objects within this area do not directly participate in battle calculations. Figure 3 The central area, located below the chessboard, houses four virtual objects. The battle area refers to the region in the interface used for arranging your and the opponent's virtual objects for real-time combat calculations. Within this area, the virtual objects perform attacks, skill releases, and attribute checks according to a preset frame rate. Figure 3 The chessboard area in the game. The terminal device can be a smartphone, tablet, personal computer, or smart wearable device, etc.
[0034] In this embodiment, the terminal device can use a graphics rendering engine to draw the auto chess game interface in a layered view, dividing the interface into a preparation area and a battle area. The preparation area is typically located on one side of the interface, presented in a grid format, and is used to display the player's currently owned pieces. Players can view piece attributes, perform upgrades, or drag pieces to the battle area in this area. This preparation area can be presented with multiple slots arranged horizontally or vertically. The battle area can be divided into a player's side area and an opponent's side area in a chessboard format, used to display the animation and data feedback of the real-time battle between the two sides' pieces. Simultaneously, touch or mouse events are listened for, and user dragging operations on the area boundaries are detected to adjust the viewing angle. The animation status and position coordinates of virtual objects within each area are continuously refreshed through frame loops.
[0035] Step 102: Upon receiving a virtual object summoning command and meeting the preset summoning conditions, select the target vocabulary and vocabulary examination format, generate vocabulary examination questions based on the target vocabulary and vocabulary examination format, and display the vocabulary examination questions on the auto chess game interface. Virtual object summoning commands refer to operation signals used to request the generation of new virtual objects, which users can trigger by clicking interface controls, voice input, or gestures.
[0036] Preset summoning conditions refer to a set of Boolean judgment rules stored in the game logic layer, including but not limited to the current round stage, the user's remaining resource value, the empty space status of the preparation area, and whether summoning is allowed in the current round.
[0037] Target vocabulary refers to at least one basic language unit to be examined, such as a word, phrase, idiom, or idiom, determined from a preset vocabulary database based on the current game stage, user historical answer data, or a random sampling mechanism.
[0038] Vocabulary assessment format refers to the interactive method used by the system to present target vocabulary based on the current game stage, the difficulty level selected by the user, or the level of the chess piece. Examples include spelling fill-in-the-blank, definition selection, pronunciation judgment, or sentence completion.
[0039] Vocabulary test questions refer to a complete test data package that combines the target vocabulary with the selected vocabulary test format, and includes the question stem text and interactive options (or input boxes).
[0040] In this embodiment, after detecting a user-triggered virtual object summoning command, the system can read the user's account's summoning resource value (such as energy value, number of summoning rounds, or number of summons) and determine whether the summoning resource value meets the preset summoning conditions. If it does, the system extracts target vocabulary from the vocabulary library, determines the vocabulary test format based on the current game stage or the difficulty selected by the user, and generates corresponding vocabulary test questions. These questions are then displayed in a designated area of the auto chess game interface (such as above the preparation area or on the side of the battle area) as pop-ups or floating cards, and a countdown mechanism is initiated. By binding summoning behavior with vocabulary testing, the system enhances the learning value and novelty of each character summoning while ensuring the balance of the game process, combined with dynamic selection and question type variation mechanisms.
[0041] like Figure 4 As shown, in one example of this application, step 102 may include the following sub-steps S11-S15: S11. Upon receiving a virtual object summoning command and meeting the preset summoning conditions, select the target word from the source word library specified by the virtual object summoning command. S12. If the virtual object summoning command contains content related to the examination format, then match the corresponding vocabulary examination format according to the content related to the examination format; wherein, the content related to the examination format includes the desired examination format, the desired object level, or the desired virtual object; S13. If the virtual object summoning command does not contain any content related to the examination format, then the corresponding vocabulary examination format will be matched according to the random selection result or the stage restriction level of the auto chess game interface. S14. Using the question templates and target vocabulary corresponding to the vocabulary test format, generate vocabulary test questions and answers; S15. Display vocabulary test questions on the Auto Chess game interface.
[0042] The source vocabulary refers to the set of words pre-selected or custom-imported by the player in the current game. This set stores each word and its definition, part of speech, difficulty rating, and other supplementary information in a structured data format. The examination format-related content refers to the additional parameters carried in the virtual object summoning command. These parameters can explicitly indicate the desired question type, the desired virtual object level to be obtained by answering, or directly specify the specific virtual object identifier to be summoned. The question template is a predefined question type framework, containing configuration data for fixed question stem text format, answer placeholder positions, option filling logic (if applicable), and interactive control types (selection boxes, input boxes, drag-and-drop matching areas). The stage restriction level refers to the maximum allowed piece star rating or difficulty limit corresponding to the current round stage of the auto chess game (e.g., early, mid, late game). This level can be used to constrain the difficulty of the generated examination questions.
[0043] In this embodiment, upon receiving a virtual object summoning command and meeting preset summoning conditions, the system first parses the parameter fields carried by the command, extracts the source vocabulary identifier, and loads the corresponding vocabulary list from the memory vocabulary table based on the identifier. Then, it checks whether the command contains content related to the examination format. If it does, the content is directly used as the matching basis (e.g., if the command specifies "selection question type," the selection template is selected; if it specifies a desired 2-star piece, the difficulty range corresponding to that star level is matched in reverse and the corresponding question type is selected). If it does not contain such content, a random number generator is called to extract one from the available question type set, or... The question pool is filtered based on the level threshold of the current game round (e.g., only low-difficulty fill-in-the-blank questions are allowed in the early stages, and all question types are allowed in the later stages) before further selection. After determining the question type, target words are selected from the loaded vocabulary list according to weight (taking into account those with fewer historical appearances and those without corresponding pieces). These words are then substituted into the template of the selected question type to fill in the question stem text, correct options, and distractors (if necessary) to form a complete question data package. Finally, this data package is rendered as a graphical control and overlaid on the foreground layer of the auto chess game interface, while a battle timer is suspended until the user submits their answer. Figure 5 As shown.
[0044] Specifically, in the auto chess game interface, players trigger virtual object summoning commands by clicking on the chess piece icons in the preparation area or on the chessboard. During the summoning phase, players can play one or more rounds of summoning games. The number of rounds of summoning games can be freely determined by the player, or it can automatically end based on the current remaining resources or a preset limit. For example, after playing several rounds, if the player clicks the "End Summoning" or "Exit Summoning" buttons on the interface, the summoning will end. Alternatively, if the player's current remaining energy is insufficient, the summoning will end directly. Or, the summoning will end when the player reaches the maximum number of summoning games.
[0045] In each round of summoning, the game system, upon determining that preset summoning conditions are met, randomly selects the target word to be tested in this round from a selected vocabulary list, such as "apple". Alternatively, the game system can determine the target word based on historical responses (such as the number of times each word has been tested and its historical accuracy). After selecting the target word, if the virtual object summoning instruction contains information related to the testing format, the system determines the vocabulary testing format for this round of summoning based on the expected testing format, expected object level, or expected virtual object specified in the testing format information. If no testing format information is included, the system can match the corresponding vocabulary testing format based on the random selection result, the stage restriction level of the auto chess game interface (e.g., if the game is in stage one, the maximum level of the virtual object is limited to level two), or the level of the chess piece expected to be recruited in this round of game as determined by the preset hero matching rules. After determining the vocabulary testing format, the system can construct the vocabulary testing questions and corresponding answers for this round of summoning based on the target word and the vocabulary testing format, and display the vocabulary testing questions on the auto chess game interface. Players must answer within a limited time; if they exceed the time limit, they will be considered to have forfeited their summoning for that round, without consuming energy or gaining any pieces.
[0046] The vocabulary assessment includes, but is not limited to: word fill-in-the-blank, choosing the correct Chinese definition of a word, choosing the correct English word based on the Chinese definition, word and definition judgment (e.g., Apple means apple, please judge whether it is correct), matching multiple words with multiple pictures / multiple Chinese definitions, playing audio and choosing the correct word, sentence translation, word sentence construction, word collocation assessment (e.g., an apple, pay attention), word reading analysis, etc.
[0047] Furthermore, S11 may include the following sub-steps: Determine whether the virtual object summoning command contains a specified requirement identifier; If no specified requirement identifier is included, at least one target word will be randomly selected from the source word library specified by the virtual object summoning command, or the target word will be selected from the source word library specified by the virtual object summoning command according to the preset difficulty level and / or the user's historical answer situation. If a specified demand identifier is included, determine whether the vocabulary associated with the specified demand identifier has been assigned. If not assigned, the vocabulary associated with the specified demand identifier will be determined as the target vocabulary; If already assigned, target words are randomly selected from the source vocabulary specified by the virtual object summoning command.
[0048] The specified requirement identifier refers to the targeted selection mark attached to the virtual object summoning command. This mark is used to uniquely point to a specific vocabulary entry or a specific virtual object associated key value in the source thesaurus, indicating that the user expects to accurately obtain the virtual object corresponding to the vocabulary through this round of answering.
[0049] User historical answer records refer to a collection of answer records stored in a local database or server cache, indexed by vocabulary words. Each record contains at least the number of times the vocabulary word has been tested in the past, the number of correct answers, and the timestamp of the most recent test, which is used to represent the player's mastery of each vocabulary word.
[0050] In this embodiment, when parsing a summoning command, the system first reads its flag field to check whether it carries a specified requirement identifier. If it does not carry it, the system uses the word list provided by the dictionary and combines it with the player's preset extraction strategy, such as using a uniform random algorithm to extract candidate words from the list on an equal footing, or reads the difficulty rating field of each word and the number of incorrect answers and the duration of no examination in the historical answer record table. The system then calculates the cumulative weight range of each word using a weighted round-robin algorithm (the weight is positively correlated with the difficulty value, the number of incorrect answers, and the duration of no examination) and generates a random landing point that hits at least one target word.
[0051] If a specified requirement identifier is carried, the identifier is used as the query key to retrieve the currently allocated vocabulary set (this set is updated in real time each time a summon is successful or a piece is synthesized or sold). If the key is not in the set, the corresponding vocabulary is locked as the target vocabulary. If it is already in the set, the identifier is discarded and the process is rolled back to the aforementioned random sampling or weighted sampling process to increase the diversity of virtual object acquisition.
[0052] In one example of this application, the steps for determining the preset summoning conditions include: When a virtual object summoning command is received from the Auto Chess game interface, the summoning resource value corresponding to the user of the Auto Chess game interface is read; the summoning resource value is increased according to the preset recovery period and preset increase until the resource threshold is reached; If the summoned resource value is less than the preset resource consumption threshold, it is determined that the preset summoning conditions are not met, and a resource shortage prompt message is output. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction does not contain a specified requirement identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to the first preset amplitude, and the steps of selecting target words and word examination forms are executed. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction contains a specified requirement identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to the second preset amplitude, and the steps of selecting target words and word examination forms are executed; wherein, the second preset amplitude is greater than the first preset amplitude.
[0053] Summoning resource value refers to an independent numerical state variable bound to the player's account, used to constrain the frequency and number of virtual object summoning operations, and can be independent of the circulating currency system within the game system.
[0054] The resource threshold refers to the upper limit of accumulated summoned resource value. Once the resource value reaches this value, it stops increasing, and any excess is discarded to prevent overflow. The resource consumption threshold refers to the minimum amount of resources required to perform a single summoning operation, serving as a threshold benchmark for determining whether a condition is met.
[0055] In this embodiment, upon receiving a virtual object summoning command triggered by a player, the system reads and determines the summoning resource value corresponding to the user to whom the auto chess game interface belongs. The current summoning resource value can be extracted from the resource status cache using the user identifier. This resource value is driven by a timer thread, accumulating a preset increment every recovery cycle. After each accumulation, it is compared with a resource threshold. If the threshold is exceeded, further increase in the current cycle is stopped. The read value is then compared with a preset resource consumption threshold. If it is less than the threshold, the determination condition is not met, a resource shortage warning pop-up is pushed to the interface, and the process is terminated. If the resource consumption threshold is reached or exceeded, the command is further analyzed to determine if it contains a targeted demand identifier. Based on this, a first preset amplitude or a second preset amplitude greater than the first preset amplitude is selected as the deduction amount. The summoning resource value is updated and persisted to the storage layer. Simultaneously, if the determination condition is met, the subsequent word selection step is executed. Introducing an independent recovery resource system decouples summoning behavior from economic strategies, ensuring that all players have an equal number of summoning opportunities per unit of time, eliminating resource accumulation gaps caused by differences in game experience; targeted summoning sets higher consumption tiers, using a resource leverage mechanism to balance the cost difference between precise acquisition and random acquisition, satisfying users' needs for collecting specific pieces while preventing the targeted mode from excessively squeezing the applicable scenarios of random summoning, maintaining the exploration fun and strategic choice space in the lineup building process.
[0056] For example, players have "Summoning Energy" each day as a summoning resource (initial 10 points, regenerating 1 point every 30 minutes, capped at 20). Each summon consumes 1 point of energy and requires answering a vocabulary question: Question format: A word is displayed; choose the correct definition (or spelling) from four options.
[0057] Correct answer: Obtain the chess piece corresponding to the word and place it in the "candidate area".
[0058] Answer incorrectly: You will not receive a piece, but you can view the correct answer. Your energy will not be refunded (a slight penalty to encourage seriousness).
[0059] Players can freely choose to randomly draw words from the current word bank, or select words they haven't obtained yet to challenge (consuming double energy).
[0060] In addition, when the summoned resource value is below a certain percentage range of the resource threshold, the recovery cycle is temporarily shortened or the increase is temporarily increased (i.e., the recovery is accelerated in the state of resource scarcity), which alleviates the anxiety of players due to resource depletion after consecutive failures in answering questions.
[0061] like Figure 6 As shown, in one example of this application, the method further includes the following steps S21-S22: S21. Traverse the words in multiple preset word lists, rate the difficulty of the words according to their word attributes, and obtain the rating result for each word. S22. Based on the rating result and vocabulary attributes corresponding to each word, instantiate and generate a virtual object associated with each word.
[0062] Furthermore, S22 may include the following sub-steps: Based on the rating result and vocabulary attributes corresponding to each word, the corresponding virtual object's basic attributes are matched in a preset rating mapping table. Based on each word and resource mapping rule, determine the virtual image resource corresponding to each word; Extract part-of-speech features from each lexical attribute, and determine virtual skill resources based on the part-of-speech features; Combine the basic attributes, virtual image resources, and virtual skill resources of the virtual object associated with each word to instantiate and generate the virtual object associated with each word.
[0063] Lexical attributes refer to the linguistic features and usage attributes inherent in a word. Linguistic features include, but are not limited to, word length, part of speech, word frequency, number of syllables, and subject domain. Usage attributes include, but are not limited to, frequency of occurrence and degree of common use.
[0064] The rating result refers to the difficulty level label (such as C / B / A / S) calculated by the system based on objective language features such as word length, frequency of occurrence in the corpus, and commonality. This label is used to map the growth potential level of virtual objects. The specific rating rules are shown in Table 1 below: Table 1
[0065] Resource mapping rules refer to the correspondence between the storage paths of specific art assets (models, textures, animation controllers) by using a word string or unique word identifier as the input key and a preset directory index table or consistent hash algorithm.
[0066] Virtual skill resources refer to configuration data packages that encapsulate skill behavior logic code, effect prefab references, scope parameters, and cooldown calculation rules. Their specific type and structure are determined by the grammatical attributes (parts of speech) of the vocabulary. For example, nouns correspond to "shield" skills, verbs correspond to "combo" skills, adjectives correspond to "health regeneration" skills, and adverbs correspond to "speed boost" skills.
[0067] In this embodiment, the system traverses the vocabulary in each preset thesaurus, rates the difficulty of each word based on its length and commonness, obtains the rating result, and extracts the vocabulary attribute fields (including part of speech, length, frequency, etc.). Using the rating result as the primary key, a key-value query is performed in the pre-configured rating mapping table to obtain the basic attribute base value group corresponding to the difficulty level, such as the chess piece star rating and basic combat power. The string content of the vocabulary is then passed to the resource mapping module. This module performs a hash operation on the vocabulary, takes the modulo, and locates the specific partition index in the material library, returning the corresponding model file path and texture set identifier. If the hash does not match, it falls back to the default random image pool. Subsequently, part-of-speech features (nouns, verbs, adjectives, adverbs, etc.) are independently extracted from the vocabulary attributes and matched with a part-of-speech-skill mapping table. For example, nouns are mapped to shield-type defense scripts, verbs to combo-type attack scripts, adjectives to aura-type buff scripts, and adverbs to acceleration-type status scripts. Based on this, the corresponding skill logic module and its associated special effects resources are loaded. Finally, the system calls the object factory function, using the obtained attribute base values, art path, and skill module as construction parameters, allocates object space in the memory heap area, performs field assignment, component mounting, and state machine initialization, and registers the new instance with the global entity manager to obtain the virtual object associated with the vocabulary.
[0068] In this system, a piece's life points are correlated with the word's source lexicon and historical accuracy; its attack speed is correlated with the word's phonological complexity (or may be determined by the player's response time); its attack range is correlated with semantic width (or may be determined by review frequency); and its defensive capabilities are correlated with word frequency. These piece attribute mapping rules can be adjusted according to game design rules, and this embodiment does not impose specific limitations on them. Through these mapping rules, the system can transform abstract lexical data into virtual object pieces with differentiated combat attributes, thereby achieving a deep integration of language learning and strategic gameplay at the game mechanics level.
[0069] In addition, joint judgment rules can be set between rating results and part-of-speech features. For example, when a word is rated as S and its part of speech is a verb, the "dual skill" privilege is triggered. The instantiated virtual object is equipped with an attack skill and a secondary buff skill at the same time, and the source of the secondary skill is automatically associated with the word's derivative (e.g., "run" is associated with "runner").
[0070] In one example of this application, the method may further include the following steps: In response to the dictionary selection command, the source dictionary for the target vocabulary is determined from multiple preset dictionaries; the source dictionary includes at least one of the basic dictionary, advanced dictionary, and custom dictionary.
[0071] In this embodiment, the source vocabulary can be selected by the player before the start of the auto chess game by triggering a vocabulary selection command. Examples include vocabulary for CET-4 / 6, postgraduate entrance exams, TOEFL, IELTS, and / or SAT. The vocabulary can be a pre-set standard vocabulary or a custom vocabulary built by the player through the import function. When the player chooses to import a custom vocabulary, the system parses the uploaded text file (e.g., TXT format), reads each word and its definition line by line, and automatically constructs a structured vocabulary set. Each record includes the original word, definition, part-of-speech tag, and a difficulty level automatically assessed by the system. The difficulty level assessment can be based on dimensions such as word length, word frequency, common usage, and part of speech, completed through preset rules or by calling an AI model. The system maps each word to a corresponding chess piece; the chess piece name is the word itself, and the virtual image can be randomly generated or selected from the resource library according to rules.
[0072] In one example of this application, the method may further include the following steps: When there are multiple second virtual objects in the preparation area that meet the preset quantity threshold, the second virtual objects that meet the quantity threshold are consumed to perform a fusion operation to generate a third virtual object; wherein, the third virtual object has a higher rank than the second virtual object. Add the third virtual object to the preparation area as a new preparation virtual object.
[0073] In this embodiment, multiple second virtual objects associated with the same word can be merged to generate higher-tier virtual objects. For example, when three Tier 1 pieces with the same word exist in the preparation area, the system automatically triggers fusion, consuming these three pieces to generate a Tier 2 piece. Its attributes (attack power, defense power, health points, attack speed) are doubled, its skill effects are enhanced, and a tier marker (such as a gold border or special effects) is added to the piece's appearance. If three more Tier 2 pieces with the same word are collected, they can be further merged into a Tier 3 piece, doubling its attributes again, reaching its ultimate skill form, and exhibiting special effects (such as dynamic lighting effects or a unique model). The fusion operation can be triggered manually or automatically, and players can freely choose whether to merge during the preparation phase.
[0074] In another example of this application, in addition to answering questions, another method of obtaining virtual objects for preparation can be combined with the consumption of virtual resources: In response to the selection of a virtual object to be selected on the purchase page, read the amount of virtual resources of the user belonging to the Auto Chess game interface and the resource requirements of the virtual object to be selected. If the amount of virtual resources is greater than or equal to the amount of resources required, then the amount of virtual resources will be consumed, and the pending virtual object will be added to the preparation area as a new preparation virtual object.
[0075] For example, each player starts the game with 10 gold coins (a small amount to prevent players from acquiring all their reserve pieces by purchasing them). Before the quiz ends or begins, players can purchase specific heroes as usable pieces using gold coins in the shop. The pieces obtained through the quiz and those purchased with gold coins together constitute the virtual reserve objects in the reserve area. Players can freely choose these virtual reserve objects as their own virtual objects for battle.
[0076] Step 103: Upon receiving the first answer to the vocabulary test question and confirming that the first answer is correct, display a virtual object associated with the target vocabulary in the preparation area. The first response result refers to the answers submitted by users for vocabulary test questions.
[0077] Virtual objects refer to chess pieces in the auto chess game. Each virtual object corresponds to a specific target word, and its attributes (such as attack power, health points, and skill effects) are related to the difficulty, part of speech, and the user's historical knowledge of the target word. A virtual object model with a mapping relationship can be pre-established, with the word as the primary key, recording the corresponding character identifier, basic attribute values, and initial skills.
[0078] Upon receiving the user's first response, the system first compares and verifies it. If the first response is determined to be correct, it retrieves relevant data about the virtual object associated with the target vocabulary from the game resources, such as initial attributes and virtual object model data, and instantiates and displays the virtual object in the preparation area according to this data. By directly linking correct answers with the acquisition of virtual objects, the vocabulary learning results receive immediate and visual positive feedback, strengthening the user's memory associations.
[0079] In one example of this application, step 103 may include the following sub-steps: If the first answer to the vocabulary test question is received within the first preset time period, the first answer is compared with the answer to the corresponding vocabulary test question. If the first answer is completely consistent with the answer to the question or the similarity reaches the preset first matching threshold, the first answer is judged to be correct, and a virtual object associated with the target word is displayed in the preparation area.
[0080] Similarity is a quantitative value of the degree of matching between user-submitted text and standard answer, calculated using the Levenshtein Distance algorithm or Vector Space Model (VSM), and is used to accommodate non-exact matching situations such as spelling errors, capitalization differences, or synonym substitutions.
[0081] In this embodiment, the system displays a countdown timer on the page showing vocabulary test questions, i.e., a first preset time period, while simultaneously listening for player input. If the system receives the player's first answer to the vocabulary test question within the first preset time period, it stops the countdown and compares the first answer with the question's answer. If the first answer is completely identical to the question's answer or the similarity reaches a preset first matching threshold, the first answer is deemed correct. A virtual object associated with the target vocabulary is then displayed in the preparation area, and it is assigned initial attributes and skills.
[0082] For example, during the comparison process, precise character matching can be performed first. If precise character matching fails, the edit distance or vector similarity is further calculated and normalized to a similarity score between 0 and 1. When this score is greater than or equal to a preset threshold (e.g., 0.85), it is also considered correct. The system then reads the virtual object configuration data associated with the target word, calls the object generation interface to create the instance in the first empty slot in the preparation area, and plays the slot filling animation to obtain the desired result. Figure 7The character shown is located in the bottom right corner. If the first answer does not match the answer to the question or the similarity does not reach the first matching threshold, the first answer is judged to be incorrect. The virtual object associated with the target word will not be displayed in the preparation area, and the user will be prompted that the answer is incorrect. The user can try again or move on to the next question.
[0083] In the above process, by introducing a similarity tolerance mechanism, the seriousness of the answer is preserved while effectively accommodating the slight spelling errors that users may make when inputting on mobile devices. This avoids players being wrongly deprived of their right to acquire pieces due to non-knowledge errors, thereby improving the user experience. At the same time, the design of a preset time window forces players to recall their memories within a limited time, simulating the rapid reaction requirements in real language application scenarios, while preventing unlimited thinking from delaying the overall game rhythm of auto chess.
[0084] Furthermore, the initial matching threshold can be dynamically adjusted based on game difficulty or player rank. For example, in low difficulty or beginner stages, the threshold can be lowered to 0.7 to encourage experimentation, while in high difficulty or competitive stages, the threshold can be raised to 0.95, requiring players to have a more precise vocabulary mastery. This creates differentiated learning pressure and challenge at different stages of the game. Simultaneously, the system can record frequently misspelled words by each player during the answering process and summarize and display them in a pop-up window or sidebar after the preparation phase, allowing players to review them before the next round. This forms a closed-loop learning chain of "answering—feedback—error correction—reinforcement," further consolidating vocabulary memorization.
[0085] Step 104: In response to the battle area deployment operation of any virtual object in the preparation area, drive the virtual objects in the battle area to engage in battle according to the preset battle rules. The virtual objects in the preparation area refer to the virtual objects that the player has already acquired.
[0086] The deployment operation in the battle area refers to the interactive action of a user moving any virtual object icon in the preparation area to their own faction's grid in the battle area by dragging, clicking, or long-pressing. This action triggers a coordinate change event. For example, a player drags a piece from the preparation area to a designated position on the chessboard to complete the piece arrangement.
[0087] The virtual objects in the battle refer to all friendly and enemy unit instances currently deployed within the battle area and participating in battle calculations. These instances will perform battle calculations according to preset battle rules. Battle rules include, but are not limited to, automatic battle, automatic target acquisition by pieces, skill release logic, and synergy bonus effects.
[0088] In this embodiment, when a user drags and drops a virtual object from a slot in the preparation area to their own slot in the battle area, the row and column index of that slot is captured. The reference to that virtual object is removed from the preparation area and added to the target battle position in the battle area. During the battle phase, an independent battle loop thread is initiated. This thread iterates at fixed time steps, traversing all battle virtual objects in each iteration. It calculates the remaining frames of attack cooldown based on each object's attack speed attribute. When the cooldown reaches zero, a normal attack or skill judgment is executed. Damage is calculated based on the difference between attack power and the target's defense. Simultaneously, the current round ends when all objects on either side reach zero health. This separation of drag-and-drop deployment and automatic battle loop decouples user operation from battle calculation, preventing UI rendering from blocking battle logic. Furthermore, the rule-based battle judgment ensures fairness between different lineups. Users can indirectly influence target selection priority by adjusting deployment positions and order, thus creating a strategic game space.
[0089] like Figure 8 As shown, in one example of this application, step 104 may include the following sub-steps S31-S34: S31. In response to the deployment operation of any virtual object in the preparation area to the battle area, detect the number of virtual objects currently deployed in the battle area. S32. If the number of currently deployed virtual objects is less than the preset maximum number of virtual objects that can be deployed, locate the target battle position specified by the battle area deployment operation in the battle area, and move the virtual objects in preparation to the target battle position as your own virtual objects. S33. Based on the part of speech of the target vocabulary to which each of your virtual objects belongs and the preset bond triggering rules, apply attribute bonuses to your virtual objects. S34. In response to the game start command, drive all virtual objects in the battle area to fight according to the preset battle rules; among them, the virtual objects include friendly virtual objects and enemy virtual objects.
[0090] The bond triggering rule refers to the set of condition judgment logic that dynamically activates a preset buff effect based on the number of combinations of certain attribute tags (such as part of speech, word root source, etc.) shared between deployed virtual objects.
[0091] In this embodiment, when there are virtual objects in the preparation area, the user can deploy any virtual object to a target battle position in the battle area as their own virtual object by dragging or clicking it. The battle area can be a 3×3 grid layout, with each cell corresponding to a row and column index. After the user places a virtual object into the corresponding cell in the battle area by dragging, the system records the row and column index of that cell and binds the virtual object to that cell. After each deployment operation, the system iterates through all deployed virtual objects in the current battle area, extracts the part-of-speech tags of their target words, counts the frequency of each part-of-speech tag, and determines whether the activation conditions for a specific part-of-speech combination are met according to preset synergy trigger rules. If the conditions are met, the corresponding attribute bonus is applied to all allied virtual objects. For example, when two virtual objects with the noun attribute exist on the field, the "All Defense +10%" synergy effect is triggered; when two virtual objects with the verb attribute exist, the "All Attack +10%" bonus is triggered; when two virtual objects with the adjective attribute exist, the "All Health Regeneration +5% / second" synergy effect is triggered; when two virtual objects with the adverb attribute exist, the "All Attack Speed +10%" bonus is triggered; when at least one of each of the four attribute types exists, the "All-Round Attribute" synergy is triggered, granting all all attributes +15%, etc. Figure 9 As shown, after moving the virtual object in the lower right corner to the battle area, the synergy effect "All Attacks +10%" is activated. The display of "Verb 2 / 6" indicates that the highest level of this "Verb" synergy requires 6 virtual objects to trigger. After adding this virtual object, the minimum number of people required to activate the "Verb" synergy is 2, which is displayed as "Verb 2 / 6".
[0092] After each player deploys their virtual objects, the system enters a preparation state, awaiting the game start command. Upon receiving the start command, the system automatically engages all virtual objects within the battle area according to preset battle rules. During the battle, both virtual objects automatically attack according to preset positions, prioritizing attacks on the nearest enemy virtual object in the same direction. Each virtual object possesses basic attributes such as attack power, defense, health, and attack speed, which are determined by word difficulty and star rating. Simultaneously, virtual objects automatically unleash skills; the skill type is determined by its part of speech. For example, nouns can unleash shield skills, and verbs can unleash combo skills. Skill cooldown times are based on word length, with longer words resulting in longer cooldowns.
[0093] In addition, time limits can be set for deployment operations in the battle area. For example, after the preparation phase ends, deployment operations in the battle area will be locked, and users will no longer be able to adjust the position of their virtual objects, automatically entering the subsequent battle phase. Players can also challenge in-game NPC levels, where the system will generate a lineup of enemy virtual objects composed of specific word combinations based on the level's difficulty. Alternatively, players can choose to engage in real-time matchmaking battles with other online players, with the system matching players based on their skill level, or matchmaking with friends.
[0094] Furthermore, S33 may include the following sub-steps: Based on the part of speech of the target words to which each of the player's virtual objects belongs, the preset bond triggering rules are retrieved to determine the bond category to which each of the player's virtual objects belongs; If the number of allied virtual objects under the same bond category is within the preset bond activation range, then all allied virtual objects belonging to that bond category will receive the attribute bonus corresponding to that bond category within the bond activation range.
[0095] In this embodiment, after the system completes the deployment of virtual objects, it traverses all deployed virtual objects, reads the part-of-speech tags of the target words belonging to each object from the associated data block, inputs the part-of-speech tags as search keys into the synergy rule configuration table for querying, and outputs the synergy category identifier corresponding to each object; then the system performs group statistics on all deployed objects according to the category identifier, obtains the count value under each category, and then compares the count value with one or more preset synergy activation intervals of the same category (such as 2 to 3 people in the primary interval, 4 to 5 people in the advanced interval). If the count value is within the closed range of a certain interval, the system reads the attribute correction parameters (such as attack percentage, fixed defense value, or attack speed offset) from the bonus record corresponding to that interval, and adds the above correction parameters to the temporary attribute structure of each virtual object belonging to that category to complete the attribute bonus.
[0096] For example, when two virtual objects of the noun class exist on the field simultaneously, the system determines that "Noun Bond - Basic" is triggered, increasing the defense of these two virtual objects by +10%. If four virtual objects of the noun class exist on the field simultaneously, "Noun Bond - Advanced" is triggered, increasing the defense of these four virtual objects by +25%. The system also supports the triggering of the "All-Round Part-of-Speech" bond: if there is at least one virtual object of each of the four parts of speech (noun, verb, adjective, adverb) on the field simultaneously, the "All-Round Part-of-Speech" bond is triggered, increasing all attributes of all deployed virtual objects by +15%. Furthermore, the system monitors bond stacking in real time. If the same object meets multiple bond conditions simultaneously, all eligible bond bonuses are calculated and combined into a single comprehensive attribute modifier, written into the object's temporary attribute structure. This ensures that bond effects do not conflict or overwrite each other, achieving cumulative attribute bonuses. This mechanism, based on word class association, not only enriches the depth of strategic combinations but also subtly guides players to focus on the logical structure of the language itself.
[0097] Further, please refer to Figure 10 S34 may include the following sub-steps S341-S343: S341. In response to the game start command, obtain the current attribute values and position information of all virtual objects in the battle area; S342. Match the preset battle rules according to the current attribute values and position information, drive all battle virtual objects in the battle area to fight, and continuously obtain the attribute change information and skill cooldown time of each battle virtual object during the battle process. S343. When the cooldown time of any skill reaches zero, drive the corresponding combat virtual object to release the virtual skill, and update the attribute change information of the friendly virtual object and / or enemy virtual object affected by the virtual skill.
[0098] The current attribute value refers to the real-time numerical snapshot of the virtual object in the battle phase, including basic combat power, health, attack speed, attack range, and the comprehensive attribute correction value after being stacked by the synergy system.
[0099] Position information consists of row and column index tuples representing the location of each virtual object in the grid coordinate system of the battle area. This information is used to calculate the distance sorting between objects, the proximity priority of attack targets, and the coverage determination of skill effect range.
[0100] Battle rules refer to a set of judgment logic that drives automatic combat, including the target selection algorithm (such as prioritizing nearest neighbor in the same row), damage calculation formula, and the alternation logic for triggering normal attacks and skill attacks. For example, the target selection algorithm first calculates the Manhattan distance between each virtual object and all enemy objects based on the positioning information, then filters out enemy objects in the same row as itself according to the row priority principle, and finally selects the one with the smallest Manhattan distance from these objects as the attack target.
[0101] Skill cooldown time refers to the countdown value for the recovery of a virtual skill since the last release or the start of combat. This value decreases by a fixed step in each frame iteration, and when it reaches zero, the object is allowed to perform the skill release behavior.
[0102] Attribute change information refers to the record of numerical updates to the affected virtual object during combat, when normal attacks or skills are used. This record includes the change dimension identifier (such as decrease / increase in health, temporary increase / decrease in attack power), the amount of change, and the remaining duration of the status effect in frames.
[0103] In this embodiment, the battle process is driven by the system frame by frame. Each frame executes the following logic sequentially: updating the skill cooldown time of all objects, detecting the cooldown time reaching zero, triggering the corresponding skill release and calculating the skill's impact range; determining the normal attack target for each virtual object based on positioning information and the attack target selection algorithm; performing normal attacks and calculating damage, updating the attribute change information of the attacked object; detecting the health status of all objects, determining if any object's health has reached zero, and if so, removing it from the battle area and updating the list of surviving objects; finally, determining whether the battle end condition has been met, i.e., all virtual objects of one side have been removed from the battle area. If this condition is met, that side is determined to have lost, the other side wins, and the battle process terminates. Through the above frame-by-frame iterative mechanism, a fully automatic and highly real-time logical closed loop is achieved in the battle phase, ensuring that the battle process can proceed stably without player intervention, while providing a precise time window and state benchmark for subsequent "quick recall" interactions and skill triggers.
[0104] Optionally, S343 may include the following sub-steps: When the cooldown time of any skill reaches zero, the virtual object in the battle whose skill cooldown time has reached zero is identified as the first virtual object, and the first virtual object is driven to release virtual skills according to the skill priority of the first virtual object. Based on the effects of virtual skills, attribute adjustments are made to the attribute changes of friendly and / or enemy virtual objects within the skill's range; attribute adjustments include attribute increases and attribute decreases. Recalculate the skill cooldown time of the first virtual object.
[0105] Skill priority refers to the release order determined by the system based on preset rules (such as skill type, current state of the target, etc.) when the cooldown time of multiple skills reaches zero at the same time.
[0106] The skill range refers to the spatial area that a virtual skill can cover when it takes effect. This area is centered on the target of the skill release, and its radius or shape is determined by the skill type (such as single target, line, or area) and skill level (the higher the star rating, the larger the range). The scope can be geometrically described using a specific radius value or a sector angle as its boundary. The system determines whether other virtual objects fall within the scope by calculating the spatial distance or directional angle between the position coordinates of other virtual objects and the center point.
[0107] In this sub-step, when the skill cooldown time of a certain combat virtual object is detected to be zero, the friendly or enemy virtual object is identified as the first virtual object, and its associated skill priority is read. If the skill priority is the highest, the skill release process is executed first. The system determines the skill's influence range based on the virtual object's skill type and iterates through the coordinates of all surviving virtual objects in the current combat area, checking whether each falls within the skill's influence range. For friendly virtual objects within the skill's influence range, attribute buffs are adjusted according to the skill effect, such as increasing attack power, defense, or health regeneration; for enemy virtual objects within the skill's influence range, attribute debuffs are adjusted, such as reducing attack power, defense, or applying a damage-over-time effect. If multiple first virtual objects exist, skills are released sequentially according to their priority from highest to lowest, ensuring that high-priority skills take effect first and avoiding logical conflicts caused by concurrent triggering. After completing the attribute adjustments, the system recalculates the skill cooldown time for the virtual object and writes this cooldown time into its status attributes as the time base for the next round of skill release. Simultaneously, the system will update the attribute status of all affected virtual objects and synchronize it to the combat logic engine, ensuring that subsequent attacks, defenses, skill judgments, and other actions are calculated based on the updated attribute values. This mechanism ensures the immediacy and accuracy of skill release, while avoiding logical conflicts when multiple skills are triggered simultaneously, thus improving the smoothness and fairness of the combat process.
[0108] It should be noted that if any virtual object's health reaches zero during skill activation, the system immediately marks it as dead, removes it from the current combat area, and halts all its behavioral logic, including attacking, skill activation, and attribute updates. Dead objects will no longer participate in any subsequent combat decisions, and their position coordinates will be removed from the combat area, no longer used as a basis for determining skill influence range or attack target selection. Simultaneously, when the base health of the first virtual object falls below a certain percentage threshold, its survival skills (such as shields) automatically take priority, overriding the preset order, enabling adaptive responses in crisis situations.
[0109] Step 105: In response to a recall trigger command for any friendly virtual object during the battle, display the recall vocabulary test question corresponding to the recall trigger command on the auto chess game interface, and apply a preset status effect to the friendly virtual object selected by the recall trigger command based on the second answer to the recall vocabulary test question.
[0110] The memory trigger command refers to a specific interactive operation (such as double-clicking, long-pressing, or swiping up) performed by the player on any of their own virtual objects during the battle. This operation generates a command signal containing the object's unique identifier, which is used to trigger the object's memory review mechanism.
[0111] The vocabulary recall test questions are questions related to target vocabulary corresponding to the selected player's virtual character. Their format may be the same as or different from the questions in the summoning phase. The second response result refers to the player's answer data for the vocabulary recall test questions.
[0112] Status effects refer to attribute modifications or behavior control states defined within the game, including but not limited to increased attack power, increased defense power, restored health, entering a stun state, or gaining a shield.
[0113] In this embodiment, during an auto chess battle between a player's own virtual object and an enemy virtual object, the player can trigger a memory trigger mechanism for their own virtual object by performing a trigger operation. At this time, the system receives a memory trigger command generated by the trigger operation. In response to this command, the system displays memory vocabulary test questions corresponding to the player's virtual object in a semi-transparent overlay on the auto chess game interface, such as... Figure 11 As shown. After a player completes their answer, the system compares the second answer with the standard answer. Based on the comparison result, a preset status effect is applied to the selected virtual character. If the answer is correct, a buff effect is applied, such as increased attack power or a shield; if the answer is incorrect, a debuff effect is applied, such as decreased defense or a brief stun. This mechanism deeply integrates vocabulary review with combat strategy, requiring players to recall their memories even during intense matches, thereby strengthening the immediate consolidation of target vocabulary and improving learning effectiveness. Simultaneously, this mechanism is more beneficial for novice players, allowing them to gain immediate benefits by recalling answers during matches, compensating for weaknesses in team composition or operation, thus narrowing the skill gap with experienced players, improving game fairness, and reducing premature player withdrawals.
[0114] In one example of this application, step 105 may include the following sub-steps: If a second response to the vocabulary recall test is received within the second preset time period, it is determined whether the similarity between the second response and the answer to the vocabulary recall test reaches a preset second matching threshold. If the second matching threshold is reached, a preset buff effect is applied to the virtual object selected by the memory trigger command. If the second matching threshold is not reached, or if no second answer to the vocabulary recall question is received within the second preset time period, then a preset debuff effect is applied to the virtual object selected by the recall trigger command, or the current state is maintained.
[0115] In this embodiment, if a second answer is received within a second preset time period (e.g., 5 seconds), the system first determines whether the similarity between the answer and the question's answer reaches a preset second matching threshold. If so, a buff effect is applied to the selected virtual object triggered by the meeting, such as increasing attack power, gaining a shield, restoring health, or providing a short-term critical hit buff. If no second answer effect is received within the second preset time period or the similarity does not reach the second matching threshold, the answer is considered a failure. A preset debuff effect is applied to the selected virtual object, or the modification operation is skipped, maintaining its current attribute value, such as reduced defense, slower attack speed, or a brief stun state. This serves as immediate feedback to the player regarding the failure to recall the information. By linking the answer time limit to the real-time progress of the battle, the system enhances the immediacy and urgency of vocabulary memorization during combat. It also allows novice players to quickly recall information and gain immediate buffs, narrowing the skill gap with experienced players and improving the overall gaming experience.
[0116] In one example of this application, the method further includes the following steps: In response to an operation on the vocabulary of any virtual object in the preparation area, a vocabulary details panel corresponding to the virtual object is displayed.
[0117] In this embodiment, the system can attach an interaction event listener to each virtual object icon in the preparation area to continuously capture mouse hover, touch press, or click actions. When the system detects that a user performs a vocabulary expansion operation on a virtual object (such as long-pressing for more than a preset duration threshold or clicking the details button), the system immediately queries the vocabulary information table based on the vocabulary identifier bound to the object, reading the definition, example sentences, part of speech, root words, and derivatives of the vocabulary. Subsequently, the system instantiates a vocabulary details panel on top of the current view of the interface, anchors it near the triggering object to avoid obscuring the object itself, and smoothly presents it through a fade-in animation. The panel renders the information fields according to a fixed layout order, while providing a scroll bar to accommodate long example sentences or extended content. When the user clicks on the outer area of the panel or performs the same operation again, the system destroys the panel and releases the corresponding resources. Through this design, players can check the complete information of unfamiliar words at any time during the preparation stage, transforming passive memorization into active learning, reducing the frustration caused by vocabulary forgetting, and making the preparation stage itself an effective window for knowledge consolidation.
[0118] 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.
[0119] The game interaction control device provided in the embodiments of this application is described below. The game interaction control device described below can be referred to in correspondence with the game interaction control method described above.
[0120] Please see Figure 12 This invention provides a game interaction control device, comprising: The interface display module 201 is used to display the auto chess game interface, which includes a preparation area and a battle area. The vocabulary test question generation and display module 202 is used to select target vocabulary and vocabulary test format when receiving a virtual object summoning command and the summoning resource value meets the preset resource conditions, and generate vocabulary test questions based on the target vocabulary and vocabulary test format, and display the vocabulary test questions on the auto chess game interface. The virtual object display module 203 is used to display a virtual object associated with the target vocabulary in the preparation area when the first answer to the vocabulary test question is received and the first answer is correct. The battle drive module 204 is used to respond to the battle area deployment operation of any virtual object in the preparation area and drive the virtual objects in the battle area to engage in battle according to the preset battle rules. The memory trigger module 205 is used to respond to a memory trigger command for any friendly virtual object during the battle, display the memory vocabulary test question corresponding to the memory trigger command on the auto chess game interface, and apply a preset status effect to the friendly virtual object selected by the memory trigger command based on the second answer to the memory vocabulary test question.
[0121] Optionally, the vocabulary test question generation and display module 202 includes: The target vocabulary selection submodule is used to select target vocabulary from the source vocabulary library specified by the virtual object summoning command when a virtual object summoning command is received and the preset summoning conditions are met. The first vocabulary examination format matching submodule is used to match the corresponding vocabulary examination format according to the examination format related content if the virtual object summoning command contains examination format related content; wherein, the examination format related content includes the expected examination format, the expected object level or the expected virtual object; The second vocabulary examination format matching submodule is used to match the corresponding vocabulary examination format according to the random selection result or the stage restriction level of the auto chess game interface if the virtual object summoning command does not contain examination format related content. The question and answer generation submodule is used to generate vocabulary test questions and answers by using question templates and target vocabulary corresponding to the vocabulary test format. The question display submodule is used to display vocabulary test questions in the auto chess game interface.
[0122] Optionally, the target vocabulary selection submodule is specifically used for: Determine whether the virtual object summoning command contains a specified requirement identifier; If no specified requirement identifier is included, at least one target word will be randomly selected from the source word library specified by the virtual object summoning command, or the target word will be selected from the source word library specified by the virtual object summoning command according to the preset difficulty level and / or the user's historical answer situation. If a specified demand identifier is included, determine whether the vocabulary associated with the specified demand identifier has been assigned. If not assigned, the vocabulary associated with the specified demand identifier will be determined as the target vocabulary; If already assigned, target words are randomly selected from the source vocabulary specified by the virtual object summoning command.
[0123] Optionally, the device further includes a summoning condition fulfillment determination module, used for: When a virtual object summoning command is received from the Auto Chess game interface, the summoning resource value corresponding to the user of the Auto Chess game interface is read; the summoning resource value is increased according to the preset recovery period and preset increase until the resource threshold is reached; If the summoned resource value is less than the preset resource consumption threshold, it is determined that the preset summoning conditions are not met, and a resource shortage prompt message is output. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction does not contain a specified requirement identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to the first preset amplitude, and the steps of selecting target words and word examination forms are executed. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction contains a specified requirement identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to the second preset amplitude, and the steps of selecting target words and word examination forms are executed; wherein, the second preset amplitude is greater than the first preset amplitude.
[0124] Optionally, the virtual object display module 203 is specifically used for: If the first answer to the vocabulary test question is received within the first preset time period, the first answer is compared with the answer to the corresponding vocabulary test question. If the first answer is completely consistent with the answer to the question or the similarity reaches the preset first matching threshold, the first answer is judged to be correct, and a virtual object associated with the target word is displayed in the preparation area.
[0125] Optionally, the battle-driven module 204 includes: The pre-deployment detection submodule is used to detect the number of virtual objects currently deployed in the battle area in response to a battle area deployment operation on any virtual object in the preparation area. The object deployment submodule is used to locate the target battle position specified by the battle area deployment operation in the battle area if the number of currently deployed virtual objects is less than the preset maximum number of virtual objects on the field, and move the virtual objects to the target battle position as its own virtual objects. The Bond Activation submodule is used to provide attribute bonuses to the virtual objects based on the part of speech of the target words to which each virtual object belongs and the preset bond triggering rules. The battle-driven submodule is used to respond to the game start command and drive all virtual objects in the battle area to engage in battle according to the preset battle rules; among them, the virtual objects include friendly virtual objects and enemy virtual objects.
[0126] Optionally, the Bond Activation submodule is specifically used for: Based on the part of speech of the target words to which each of the player's virtual objects belongs, the preset bond triggering rules are retrieved to determine the bond category to which each of the player's virtual objects belongs; If the number of allied virtual objects under the same bond category is within the preset bond activation range, then all allied virtual objects belonging to that bond category will receive the attribute bonus corresponding to that bond category within the bond activation range.
[0127] Optionally, the memory trigger module 205 is specifically used for: If a second response to the vocabulary recall test is received within the second preset time period, it is determined whether the similarity between the second response and the answer to the vocabulary recall test reaches a preset second matching threshold. If the second matching threshold is reached, a preset buff effect is applied to the virtual object selected by the memory trigger command. If the second matching threshold is not reached, or if no second answer to the vocabulary recall question is received within the second preset time period, then a preset debuff effect is applied to the virtual object selected by the recall trigger command, or the current state is maintained.
[0128] Optionally, the battle-driven submodule includes: The attribute and position acquisition unit is used to obtain the current attribute values and position information of all virtual objects in the battle area in response to the game start command; The battle unit is used to match preset battle rules based on the current attribute values and position information, drive all battle virtual objects in the battle area to fight, and continuously acquire attribute change information and skill cooldown time of each battle virtual object during the battle process. The skill release unit is used to drive the corresponding combat virtual object to release the virtual skill when the cooldown time of any skill reaches zero, and to update the attribute change information of the friendly virtual object and / or enemy virtual object affected by the virtual skill.
[0129] Optionally, the skill release unit is specifically used for: When the cooldown time of any skill reaches zero, the virtual object in the battle whose skill cooldown time has reached zero is identified as the first virtual object, and the first virtual object is driven to release virtual skills according to the skill priority of the first virtual object. Based on the effects of virtual skills, attribute adjustments are made to the attribute changes of friendly and / or enemy virtual objects within the skill's range; attribute adjustments include attribute increases and attribute decreases. Recalculate the skill cooldown time of the first virtual object.
[0130] Optionally, the device further includes a virtual object generation module, comprising: The vocabulary rating submodule is used to traverse multiple preset vocabulary lists, rate the difficulty of each vocabulary according to its vocabulary attributes, and obtain the rating result for each vocabulary. The Virtual Object Instantiation submodule is used to instantiate and generate a virtual object associated with each word based on the rating result and word attributes corresponding to each word.
[0131] Optionally, it also includes a source term selection module for: In response to the dictionary selection command, the source dictionary for the target vocabulary is determined from multiple preset dictionaries; the source dictionary includes at least one of the basic dictionary, advanced dictionary, and custom dictionary.
[0132] Optionally, the virtual object instantiation submodule is specifically used for: Based on the rating result and vocabulary attributes corresponding to each word, the corresponding virtual object's basic attributes are matched in a preset rating mapping table. Based on each word and resource mapping rule, determine the virtual image resource corresponding to each word; Extract part-of-speech features from each lexical attribute, and determine virtual skill resources based on the part-of-speech features; Combine the basic attributes, virtual image resources, and virtual skill resources of the virtual object associated with each word to instantiate and generate the virtual object associated with each word.
[0133] Optionally, the device further includes a level-up module for: When there are multiple second virtual objects in the preparation area that meet the preset quantity threshold, the second virtual objects that meet the quantity threshold are consumed to perform a fusion operation to generate a third virtual object; wherein, the third virtual object has a higher rank than the second virtual object. Add the third virtual object to the preparation area as a new preparation virtual object.
[0134] Optionally, the device also includes a vocabulary details display module for: In response to an operation on the vocabulary of any virtual object in the preparation area, a vocabulary details panel corresponding to the virtual object is displayed.
[0135] 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 game interaction control method as described in any embodiment of this invention.
[0136] This invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed, implements the game interaction control method as described in any embodiment of this invention.
[0137] 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.
[0138] In the several embodiments provided in this application, 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.
[0139] 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.
[0140] 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.
[0141] 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 an electronic 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.
[0142] Indicatively, such as Figure 13 As shown, Figure 13 This is a schematic diagram of the internal structure of a computer device 300 provided in an embodiment of this application. The computer device 300 can be provided as a server. (Refer to...) Figure 13The computer device 300 includes a processing component 302, which further includes one or more processors, and memory resources represented by memory 301 for storing instructions, such as application programs, that can be executed by the processing component 302. The application programs stored in memory 301 may include one or more modules, each corresponding to a set of instructions. Furthermore, the processing component 302 is configured to execute instructions to perform the text recognition method of any of the above embodiments.
[0143] The computer device 300 may also include a power supply component 303 configured to perform power management of the computer device 300, a wired or wireless network interface 304 configured to connect the computer device 300 to a network, and an input / output (I / O) interface 305. The computer device 300 may operate based on storage.
[0144] In the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0145] In the description of the embodiments of the present invention, the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the present invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the present invention. In addition, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0146] 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 game interaction control method, characterized in that, include: The game interface for Auto Chess is displayed, which includes a preparation area and a battle area. Upon receiving a virtual object summoning command and meeting preset summoning conditions, a target word and a word examination format are selected, and a word examination question is generated based on the target word and the word examination format. The word examination question is then displayed on the auto chess game interface. Upon receiving the first answer to the vocabulary test question and confirming that the first answer is correct, a virtual object associated with the target vocabulary is displayed in the preparation area. In response to the deployment operation of the battle area for any virtual object in the preparation area, the virtual objects located in the battle area are driven to engage in battle according to the preset battle rules; In response to a recall trigger command for any friendly virtual object during a battle, the game interface displays a recall vocabulary test question corresponding to the recall trigger command, and applies a preset status effect to the friendly virtual object selected by the recall trigger command based on the second answer to the recall vocabulary test question.
2. The game interaction control method according to claim 1, characterized in that, Upon receiving a virtual object summoning command and meeting preset summoning conditions, the process involves selecting a target vocabulary word and a vocabulary testing format, generating vocabulary testing questions based on the target vocabulary word and the vocabulary testing format, and displaying the vocabulary testing questions on the auto chess game interface. This includes: Upon receiving a virtual object summoning command and meeting the preset summoning conditions, the target word is selected from the source thesaurus specified by the virtual object summoning command; If the virtual object summoning command contains content related to the examination format, then the corresponding vocabulary examination format is matched according to the content related to the examination format; wherein, the content related to the examination format includes the desired examination format, the desired object level, or the desired virtual object; If the virtual object summoning command does not contain any content related to the examination format, then the corresponding vocabulary examination format will be matched according to the random selection result or the stage restriction level of the auto chess game interface. Using the question template corresponding to the vocabulary assessment format and the target vocabulary, generate vocabulary assessment questions and answers; The vocabulary test questions are displayed on the Auto Chess game interface.
3. The game interaction control method according to claim 2, characterized in that, The step of selecting the target vocabulary from the source vocabulary specified by the virtual object summoning command includes: Determine whether the virtual object summoning command contains a specified demand identifier; If the specified requirement identifier is not included, at least one target word is randomly selected from the source word library specified by the virtual object summoning instruction, or the target word is selected from the source word library specified by the virtual object summoning instruction according to the preset difficulty level and / or the user's historical answer situation; If the specified requirement identifier is included, then determine whether the vocabulary associated with the specified requirement identifier has been assigned; If not assigned, the vocabulary associated with the specified demand identifier will be determined as the target vocabulary; If already assigned, the target word is randomly selected from the source word library specified by the virtual object summoning command.
4. The game interaction control method according to claim 1, characterized in that, The steps for determining the preset summoning conditions include: When a virtual object summoning command is received from the auto chess game interface, the summoning resource value corresponding to the user to which the auto chess game interface belongs is read; wherein, the summoning resource value is increased according to a preset recovery period and a preset increase until a resource threshold is reached; If the summoned resource value is less than the preset resource consumption threshold, it is determined that the preset summoning conditions are not met, and a resource shortage prompt message is output. If the summoned resource value is greater than or equal to the preset resource consumption threshold, and the virtual object summoning instruction does not contain a specified demand identifier, then it is determined that the preset summoning conditions are met, the summoned resource value is consumed according to the first preset amplitude, and the steps of selecting target words and word examination forms are executed. If the summoned resource value is greater than or equal to a preset resource consumption threshold, and the virtual object summoning instruction contains a specified demand identifier, then the preset summoning conditions are met, the summoned resource value is consumed according to a second preset amplitude, and the steps of selecting target words and word examination forms are executed; wherein, the second preset amplitude is greater than the first preset amplitude.
5. The game interaction control method according to claim 1, characterized in that, Upon receiving a first answer to the vocabulary test question and confirming that the first answer is correct, displaying a virtual object associated with the target vocabulary in the preparation area includes: If the first answer to the vocabulary test question is received within a first preset time period, then the first answer is compared with the answer to the question corresponding to the vocabulary test question. If the first answer is completely consistent with the answer to the question or the similarity reaches a preset first matching threshold, then the first answer is determined to be correct, and a virtual object associated with the target word is displayed in the preparation area.
6. The game interaction control method according to claim 1, characterized in that, The step of responding to a battle zone deployment operation on any virtual object in the preparation zone, and driving the virtual objects located in the battle zone to engage in battle according to preset battle rules, includes: In response to a battle zone deployment operation on any virtual object in the preparation area, the number of virtual objects currently deployed in the battle zone is detected. If the number of currently deployed virtual objects is less than the preset maximum number of virtual objects that can be deployed, then the target battle position specified by the battle area deployment operation is located in the battle area, and the virtual objects in preparation are moved to the target battle position as their own virtual objects. Based on the part of speech of the target vocabulary to which each of the aforementioned virtual objects belongs, and the preset bond triggering rules, attribute bonuses are applied to the aforementioned virtual objects; In response to the game start command, all virtual objects in the battle area are driven to engage in battle according to the preset battle rules; wherein, the virtual objects in battle include friendly virtual objects and enemy virtual objects.
7. The game interaction control method according to claim 6, characterized in that, The method of applying attribute bonuses to the virtual objects based on the part-of-speech of the target vocabulary to which each virtual object belongs, and a preset bond triggering rule, includes: Based on the part of speech of the target words to which each of the aforementioned virtual objects belongs, the preset bond triggering rules are retrieved to determine the bond category to which each of the aforementioned virtual objects belongs; If the number of allied virtual objects under the same bond category is within the preset bond activation range, then all allied virtual objects belonging to that bond category will receive the attribute bonus corresponding to that bond category within the bond activation range.
8. The game interaction control method according to claim 1, characterized in that, The step of applying a preset state effect to the virtual object selected by the recall trigger command based on the second answer to the vocabulary recall test question includes: If a second answer to the vocabulary recall test is received within a second preset time period, it is determined whether the similarity between the second answer and the answer to the vocabulary recall test reaches a preset second matching threshold. If the second matching threshold is reached, a preset gain state effect is applied to the virtual object selected by the memory trigger command. If the second matching threshold is not reached, or if no second answer to the vocabulary recall question is received within the second preset time period, then a preset debuff effect is applied to the virtual object selected by the recall trigger command, or the current state is maintained.
9. The game interaction control method according to claim 6, characterized in that, The process of responding to the game start command and driving all virtual objects in the battle area to engage in battle according to preset battle rules includes: In response to the game start command, obtain the current attribute values and position information of all virtual objects in the battle area; According to the current attribute values and the position information, the preset battle rules are matched, and all the battle virtual objects in the battle area are driven to fight. During the battle process, the attribute change information and skill cooldown time of each battle virtual object are continuously acquired. When the cooldown time of any of the aforementioned skills reaches zero, the corresponding combat virtual object is driven to release the virtual skill, and the attribute change information of the friendly virtual object and / or enemy virtual object affected by the virtual skill is updated.
10. The game interaction control method according to claim 9, characterized in that, When the cooldown time of any of the aforementioned skills reaches zero, the corresponding combat virtual object is driven to release the virtual skill, and the attribute change information of the friendly and / or enemy virtual objects affected by the virtual skill is updated, including: When the cooldown time of any of the aforementioned skills reaches zero, the virtual object in the battle whose skill cooldown time has reached zero is identified as the first virtual object, and the first virtual object is driven to release virtual skills according to the skill priority of the first virtual object. Based on the skill effect of the virtual skill, attribute adjustments are made to the attribute change information of friendly and / or enemy virtual objects within the skill range of the virtual skill; the attribute adjustment includes attribute increase and attribute decrease. Recalculate the skill cooldown time of the first virtual object.
11. The game interaction control method according to claim 1, characterized in that, Also includes: The vocabulary in multiple preset thesauruses is traversed, and the difficulty rating is determined according to the vocabulary attributes of the vocabulary to obtain the rating result corresponding to each vocabulary. Based on the rating result and vocabulary attributes corresponding to each of the vocabulary words, a virtual object associated with each of the vocabulary words is instantiated and generated.
12. The game interaction control method according to claim 1 or 11, characterized in that, Also includes: In response to a dictionary selection instruction, the source dictionary for the target vocabulary is determined from a set of preset dictionaries; The source thesaurus includes at least one of the following: a basic thesaurus, an advanced thesaurus, and a custom thesaurus.
13. The game interaction control method according to claim 11, characterized in that, The step of instantiating and generating a virtual object associated with each word based on the rating result and word attributes corresponding to each word includes: Based on the rating result and vocabulary attributes corresponding to each word, the corresponding virtual object's basic attributes are matched in a preset rating mapping table. According to each of the aforementioned words and resource mapping rules, determine the virtual avatar resource corresponding to each of the aforementioned words; Extract part-of-speech features from each of the vocabulary attributes, and determine virtual skill resources according to the part-of-speech features; Combine the basic attributes, virtual image resources, and virtual skill resources of the virtual object associated with each of the aforementioned words to instantiate and generate the virtual object associated with each of the aforementioned words.
14. The game interaction control method according to claim 1, characterized in that, Also includes: When there are multiple second virtual objects in the preparation area that meet a preset quantity threshold, the second virtual objects that meet the quantity threshold are consumed to perform a fusion operation and generate a third virtual object; wherein, the rank of the third virtual object is higher than that of the second virtual object; The third virtual object is added to the preparation area as a new preparation virtual object.
15. The game interaction control method according to claim 1, characterized in that, Also includes: In response to an operation that expands the vocabulary of any virtual object in the preparation area, a vocabulary details panel corresponding to the virtual object is displayed.
16. A game interaction control device, characterized in that, include: The interface display module is used to display the auto chess game interface, which includes a preparation area and a battle area. The vocabulary test question generation and display module is used to select target vocabulary and vocabulary test format when receiving a virtual object summoning command and the summoning resource value meets the preset resource conditions, and generate vocabulary test questions based on the target vocabulary and the vocabulary test format, and display the vocabulary test questions on the auto chess game interface. A virtual object display module is used to display a virtual object associated with the target vocabulary in the preparation area when a first answer to the vocabulary test question is received and the first answer is correct. The battle-driving module is used to respond to the battle area deployment operation of any virtual object in the preparation area and drive the virtual objects in the battle area to engage in battle according to the preset battle rules. The memory trigger module is used to respond to a memory trigger command for any friendly virtual object during the game, display the memory vocabulary test question corresponding to the memory trigger command on the auto chess game interface, and apply a preset state effect to the friendly virtual object selected by the memory trigger command based on the second answer to the memory vocabulary test question.
17. A computer device, characterized in that, The system 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 game interaction control method as described in any one of claims 1-15.
18. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed, it implements the game interaction control method as described in any one of claims 1-15.