An interactive control method of a game character and a terminal
Patent Information
- Application Number
- CN202510405831.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-02
- Publication Date
- 2026-10-16
AI Technical Summary
[0004]本发明所要解决的技术问题是:提供一种游戏角色的交互控制方法及终端,解决游戏交互环节反应单一、玩家体验感差的问题
[0007] The beneficial effects of this invention are as follows: It provides an interactive control method and terminal for game characters. Based on the interaction requests of a first character and a second character, it determines the game state data of the second character (the character being interacted with), and dynamically evaluates the current interaction feasibility of the character by combining numerical setting data and node state data, generating a matching preset interaction response. When the conditions are met, it executes the behavior instruction that conforms to the interaction request, such as trading, resource sharing, etc. That is, it provides diverse intelligent triggers based on interaction requests, avoiding the misunderstanding of players or low positive feedback caused by the single trigger of interaction requests. At the same time, based on the characteristics of the interaction behavior, it generates an incentive mechanism for both parties to the interaction. Based on the positive feedback of both players, it promotes the interaction behavior between players and improves the player's game experience.
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Figure CN122912494A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method and terminal for interactive control of game characters. Background Technology
[0002] In modern game development, character interaction systems are a crucial component for enhancing gameplay and player immersion. Most existing game interaction mechanisms rely on simple information display or one-way request-response mechanisms, such as gifting items in friend systems or fixed interaction patterns in trading systems. While this approach satisfies basic social needs to some extent, its simplistic responses, lack of intelligent feedback and flexible adjustment capabilities result in a poor player experience, failing to fully showcase the complexity and strategy of the game world.
[0003] In some massively multiplayer online role-playing games (MMORPGs), strategy games, and social simulation games, player interactions are often subject to strict rules. For example, some games allow players to trade, form parties, and share skills, but when the target character is in combat, in a special mission scenario, or with limited resources, the system usually rejects the interaction request directly without providing specific reasons for failure or feasible suggestions. This feedback method makes it difficult for players to intuitively understand why the interaction failed, affecting the gaming experience and even leading to distrust of the game system. Furthermore, while some games support relatively complex interaction systems, they lack adaptive optimization for player habits, social relationships, and the game environment, forcing players to frequently confirm or manually adjust, reducing interaction efficiency and game smoothness. Summary of the Invention
[0004] The technical problem to be solved by the present invention is to provide an interactive control method and terminal for game characters, so as to solve the problems of monotonous response and poor player experience in game interaction.
[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for interactive control of a game character, comprising: Respond to the interaction request from the first character to the second character and determine the game state data of the second character; the game state data is generated based on the numerical setting data and node state data of the corresponding character; Based on the interaction request, after the numerical setting data of the second role meets the preset interaction conditions, a matching preset interaction response is selected in the first scheme according to the node status data; the preset interaction response is used to indicate the response status of the interaction request and / or trigger a behavior instruction that meets the interaction request. In response to the preset interactive reply, and based on the triggering features of the response to the preset interactive reply in the interactive request, an incentive mechanism for the first role and the second role is generated.
[0006] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: An interactive control terminal for a game character includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps: Respond to the interaction request from the first character to the second character and determine the game state data of the second character; the game state data is generated based on the numerical setting data and node state data of the corresponding character; Based on the interaction request, after the numerical setting data of the second role meets the preset interaction conditions, a matching preset interaction response is selected in the first scheme according to the node status data; the preset interaction response is used to indicate the response status of the interaction request and / or trigger a behavior instruction that meets the interaction request. In response to the preset interactive reply, and based on the triggering features of the response to the preset interactive reply in the interactive request, an incentive mechanism for the first role and the second role is generated.
[0007] The beneficial effects of this invention are as follows: It provides an interactive control method and terminal for game characters. Based on the interaction requests of a first character and a second character, it determines the game state data of the second character (the character being interacted with), and dynamically evaluates the current interaction feasibility of the character by combining numerical setting data and node state data, generating a matching preset interaction response. When the conditions are met, it executes the behavior instruction that conforms to the interaction request, such as trading, resource sharing, etc. That is, it provides diverse intelligent triggers based on interaction requests, avoiding the misunderstanding of players or low positive feedback caused by the single trigger of interaction requests. At the same time, based on the characteristics of the interaction behavior, it generates an incentive mechanism for both parties to the interaction. Based on the positive feedback of both players, it promotes the interaction behavior between players and improves the player's game experience. Attached Figure Description
[0008] Figure 1 This is a flowchart of an interactive control method for a game character according to an embodiment of the present invention; Figure 2 This is a schematic diagram of an interactive control terminal for a game character according to an embodiment of the present invention; Label Explanation: 1. An interactive control terminal for game characters; 2. A memory; 3. A processor. Detailed Implementation
[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0010] Please refer to Figure 1 A method for interactive control of game characters, comprising: Respond to the interaction request from the first character to the second character and determine the game state data of the second character; the game state data is generated based on the numerical setting data and node state data of the corresponding character; Based on the interaction request, after the numerical setting data of the second role meets the preset interaction conditions, a matching preset interaction response is selected in the first scheme according to the node status data; the preset interaction response is used to indicate the response status of the interaction request and / or trigger a behavior instruction that meets the interaction request. In response to the preset interactive reply, and based on the triggering features of the response to the preset interactive reply in the interactive request, an incentive mechanism for the first role and the second role is generated.
[0011] It is understood that, in one embodiment of the present invention, the first role and the second role can respectively correspond to different player-controlled characters in the game environment, or to the interaction objects between player-controlled characters and system AI characters. For example, two players or players and NPCs may have a special bond relationship, such as spouses, lovers, brothers, or master and apprentice. The first role usually refers to the role that actively initiates the interaction request, while the second role is the role that receives and responds to the interaction request. In actual game scenarios, the first role can be a player character who wants to trade, form a team, share skills, or transfer resources, while the second role can be another player character or a specific NPC character. Based on this, an interaction request refers to the operation requirement issued by the first role to the second role, such as requesting a trade, a coordinated attack, or information sharing. The initiation of an interaction request is usually based on the player's intention or the triggering conditions of the game system.
[0012] To ensure the rationality and executability of interactions, the system sets preset interaction conditions, which are the preconditions used to determine whether an interaction request can be executed. These conditions may include, but are not limited to, factors such as the second character's game state, attribute requirements, and environmental influences. For example, when the first character sends a trade request to the second character, the system needs to check whether both parties are in a safe zone and whether they meet the trade permissions, etc., all of which fall within the scope of the preset interaction conditions. Or, if the second player is invited to perform a restricted task, and the second player's numerical settings do not meet the requirements, it is determined that the preset interaction conditions are not met. If the preset interaction conditions are met, the system will select an appropriate preset interaction response based on the current game state.
[0013] Preset interaction responses refer to the feedback information provided by the system to the first character when an interaction request is processed. This may include prompts indicating permission to interact, refusal to interact, or a request for further confirmation. For example, in a role-playing game, if the first character wants to share resources with the second character, and the second character agrees to the interaction, the system will generate feedback similar to "interaction successful" and trigger subsequent action commands.
[0014] Action commands are specific interactive actions executed by the system after an interaction request is confirmed, such as resource transfer, character collaboration, and combat coordination. For example, in a strategy game, if character one initiates a resource-sharing request to character two, once the preset interaction conditions are met and both parties confirm the interaction, the system will execute the resource transfer action command, transferring some of character one's resources to character two. In some cases, action commands may also involve changes to character states, such as triggering character skill activation or entering a specific combat mode through an interaction request.
[0015] To incentivize players to use the interactive system effectively, embodiments of this invention provide a reward mechanism. Upon successful interaction, rewards are calculated based on factors such as the interaction type, execution difficulty, and player contribution, and corresponding in-game rewards are awarded to the first and / or second character. For example, in a multiplayer cooperative game, if the first and second characters successfully complete a cooperative combat mission, the system can award additional experience points, game currency, or special items as rewards to enhance players' enthusiasm for participating in the interaction.
[0016] As can be seen from the above description, the beneficial effects of the present invention are as follows: based on the interaction requests of the first character and the second character, the game state data of the second character (the character being interacted with) is determined, and by combining numerical setting data and node state data, the current interaction feasibility of the character is dynamically evaluated, and a matching preset interaction response is generated. When the conditions are met, the behavior instructions that meet the interaction request are executed, such as trading, resource sharing, etc. At the same time, based on the characteristics of the interaction behavior, an incentive mechanism for both parties to the interaction is generated. Based on the positive feedback between the two players, the interaction behavior between players is promoted, and the player's game experience is improved.
[0017] In some implementations, the numerical setting data includes at least the attribute data of the corresponding role; the node status data is used to indicate the progress of the corresponding role in the virtual node, and to determine the feasibility of the interaction status of the corresponding role based on the progress.
[0018] As described above, by distinguishing between numerical setting data and node state data, the judgment of interaction conditions becomes more hierarchical, improving the intelligence level of the game interaction system. Numerical setting data primarily determines whether a character possesses the basic conditions to perform a certain interactive action, while node state data determines whether the interactive action is suitable for the current environment, such as whether the character is in a critical stage of a mission or in combat mode. Through dual data filtering, this method ensures that interaction requests are only executed under reasonable circumstances, effectively avoiding meaningless operations by players due to inappropriate states, thus improving the game experience. Simultaneously, this method also prevents malicious operations, such as malicious trading or interference with teammates during critical mission stages, making the game environment fairer and more reasonable. Furthermore, this method supports extensions based on different game mechanics, such as resource management in strategy games and combat states in competitive games, making the interaction control mechanism more universal and extensible, improving the stability of the game system and the consistency of interaction logic.
[0019] Specifically, numerical setting data and node status data can be stored and loaded in the following ways: First, a relational database management system (RDBMS), such as MySQL, is used to store the numerical setting data of the interacting players. This includes basic player information (such as player ID, character name, level, etc.) and character skill information (such as skill ID, skill name, skill level, etc.). This information is stored in different data tables and linked through foreign keys. Simultaneously, a caching system, such as Redis, is used to store the player's node status data, including whether the player is currently in combat (represented by a boolean value), current task progress (stored as a percentage of task progress or an identifier of completed steps), and the identifier of the current scene. Global game settings are read from configuration files (which can be in XML or JSON format) or system configuration tables. For example, default attributes for various interaction types are stored in the configuration file as key-value pairs, such as {"Daily Greeting":{"Default Response":"Auto Accept"},"Resource Sharing":{"Default Response":"Manual Confirmation"}}. Encrypted transmission key information, blockchain node addresses, etc., are also stored here. For example, suppose player A's information is stored in the `players` table in MySQL, containing player ID 1, character name "PlayerA", and level 10. Their skill information is stored in the `player_skills` table, containing skill ID 101, skill name "SkillA", and skill level 3. In Redis, player A's status information is stored, such as `playerA:isInCombat` being `false` and `playerA:taskProgress` being `0.5`, indicating that they are not in combat and the task is 50% complete.
[0020] Specifically, the step of selecting a matching preset interaction response in the first scheme based on the node status data after the numerical setting data of the second role meets the preset interaction conditions, based on the interaction request, includes: Based on the interaction request, the attribute data of the second character is parsed. If the attribute data does not meet the preset interaction conditions, the interaction of the first character is prompted to fail. When the attribute data is detected to meet the preset interaction conditions, a match is made based on the node status data in the first scheme. If the node status of the second role is in a preset key stage in the virtual environment, a preset interaction response is matched to indicate that the interaction request of the first role cannot be responded to; otherwise, a preset interaction response is matched to indicate that the interaction request of the first role can be responded to and a behavior instruction that meets the interaction request is triggered.
[0021] As described above, by optimizing the processing flow of interaction requests, the system can automatically identify whether the interaction behavior is consistent with the current character's state and provide corresponding feedback, avoiding player confusion due to failed interactions. By parsing the second character's numerical settings data, the system can determine whether the interaction is feasible immediately, thereby reducing unnecessary waiting time and improving interaction efficiency. For example, in a cooperative adventure game, player A (first character) attempts to share a potion with player B (second character). The system first checks player B's attribute data and finds that their inventory space is full (numerical settings data do not meet the interaction conditions), then returns the feedback "The other party's inventory is full, unable to receive the potion," instead of making player A repeatedly try invalid operations.
[0022] Simultaneously, when the system detects that the node status of the second character is in a special stage (such as a critical stage of combat or mission), it can provide more intelligent interactive feedback, such as "the other party is currently untradeable" or "the other party is performing a critical task, try again later," avoiding player frustration due to failed interactions. Furthermore, this method also supports automatically triggering behavioral commands, such as directly executing corresponding operations when interaction conditions are met, like resource sharing or skill collaboration, making the interaction process smoother. The intelligent matching mechanism of this invention not only improves the player experience but also optimizes the rational allocation of game resources, avoids invalid interactive operations in the game, and improves the reliability and stability of the overall game interaction. In some embodiments, the generation of the incentive mechanism is based on at least one of the complexity, frequency, and delivery result of the interactive behavior in the triggering characteristics, and the method further includes: In some implementations, an interaction contribution value is calculated based on at least one of the complexity, frequency, and delivery result of the interaction behavior, and the interaction contribution value is used to measure the participation of the first role and the second role in the interaction; Differentiated rewards are provided to both parties based on their contribution values, and corresponding incentive content is allocated.
[0023] As described above, by constructing an incentive mechanism based on interactive behavior, players' enthusiasm for interaction in the game is increased, making interaction not only part of the gameplay but also a strategic means for game development. The core of the incentive mechanism lies in calculating interaction contribution values to ensure the fairness of reward distribution and encourage positive interactive behavior. By comprehensively analyzing the complexity, frequency, and delivery results of interactive behavior, the system can reasonably evaluate interactive behavior, preventing players from exploiting the mechanism to farm rewards while encouraging long-term, effective cooperative behavior. For example, in team-based games, players who frequently cooperate with teammates to complete challenging tasks will receive higher contribution value rewards, thereby enhancing the cooperative experience. Furthermore, this incentive mechanism can be integrated with the in-game economic system, such as rewarding virtual currency, experience points, or items, making players more willing to participate in social interactions and enhancing the game's social stickiness. This method not only improves the quality of interaction between players but also increases the long-term playability of the game, making the game ecosystem healthier and more stable.
[0024] In some implementations, selecting a matching preset interactive response in the first scheme further includes: If there is a preset interactive response with personalized settings for a second character, then the preset interactive response with personalized settings will be set as the first priority, and a corresponding trigger confirmation mechanism will be generated.
[0025] As described above, by setting personalized interaction rules, players can autonomously adjust the handling of their interactions, improving the flexibility and security of the interaction process. Traditional game interaction systems typically employ fixed processing methods, such as automatically accepting or rejecting certain types of interaction requests, lacking flexibility and easily causing unnecessary interaction interference. This method allows players to set default processing methods for different types of interactions according to their personal preferences. For example, automatically accepting trade requests from friends but manually confirming trade requests from strangers, thereby reducing meaningless interaction interruptions and improving the game experience. Furthermore, this method can effectively prevent malicious harassment, such as preventing strangers from frequently sending team-up or trade requests, allowing players to focus on core game content. Simultaneously, this method supports dynamic adjustments; the system can automatically optimize personalized settings based on players' interaction habits, such as automatically adjusting priorities based on long-term player interaction behavior, improving interaction efficiency. The introduction of personalized interaction rules not only enhances players' sense of control but also improves the adaptability of the game system, making interaction methods more in line with players' personalized needs, improving the game's scalability and user satisfaction.
[0026] Specifically, the personalization settings process is as follows: A personalization settings query service is invoked, which retrieves the pre-set personalization settings from the player personalization configuration database (such as MySQL). For the initiated interaction type, the corresponding default response rule is found. For example, the personalization settings stored in the `player_personal_settings` table by both parties are queried to find the default response rule for the "resource sharing" interaction. If manual confirmation is required, the system will use a message queue service (such as RabbitMQ) to send a confirmation request to the other player. The request message includes the interaction type, initiator information, etc. The response to the confirmation request will use the SSL / TLS protocol to encrypt the transmitted message, ensuring data security. Simultaneously, the confirmation information is stored in the blockchain ledger. By invoking the blockchain service, the confirmation information is recorded in the blockchain network as a transaction, using a hash function to ensure the information is immutable. For example: Player A initiates a "resource sharing" interaction, and the personalization settings query service finds that Player B's default response rule for this interaction is "manual confirmation" in the `player_personal_settings` table. The system then sends an encrypted confirmation request to Player B via RabbitMQ. After player B responds, the response information is processed using the SHA-256 hash function and stored in the blockchain ledger.
[0027] In some implementations, the above method further includes an adjustment step for the interactive request-response mechanism: (1) Behavioral data collection: Collect data on player actions during gameplay, including click paths, action sequences, interaction time, and number of undo actions. Record interaction frequency data and statistically analyze the usage frequency and time distribution of different interaction types (such as resource sharing, combat cooperation, and social interaction); Monitor error feedback data, including records of interaction failures due to unmet conditions, player-submitted experience feedback, error logs, etc. Collect path selection data and analyze players' selection preferences and success rates among various provided interaction paths (such as quick interaction and detailed settings interaction).
[0028] (2) Adaptability analysis of interaction rules: Establish a behavioral pattern model and perform cluster analysis on player interaction data to identify the interaction preferences and behavioral patterns of different player groups; The association rule mining method is used to analyze the correlation between operation behavior data and interaction failure data, and to identify the key factors affecting the success rate of interaction. By using time series analysis, we can predict interaction frequency trends, assess the adaptability of interaction rules, and determine whether the interaction process needs to be optimized.
[0029] (3) Optimization and adjustment of interaction rules: Based on the results of the interaction adaptability analysis, the interaction process is optimized to reduce the operational complexity of high failure rate interactions, such as reducing redundant steps and providing clearer operation guidance. Set up a dynamic adjustment mechanism to set more adaptable interaction rules for different player groups. For example, provide an automatic confirmation option for players who prefer fast operation, and add an extra confirmation step for cautious players. The system's default interaction rules are adjusted based on interaction frequency and error feedback to make high-frequency interactions smoother and low-frequency interactions more guided.
[0030] (4) Recommended personalized interaction rules: Based on player profiles, a personalized interaction rule recommendation model is established to classify players into groups such as high-frequency interaction users, low-frequency interaction users, and users who prefer quick operations. By employing collaborative filtering algorithms or content-based recommendation methods, customized interaction rules can be provided for different players, such as optimizing resource sharing processes and adjusting the triggering methods for combat cooperation. Monitor changes in player behavior and update the interaction rule recommendation model in real time to ensure that the interaction rules continuously adapt to player needs.
[0031] (5) Feedback optimization and adaptive adjustment: Collect player feedback on the optimized interaction rules and adjust the optimization strategy based on data analysis; Establish incentive mechanisms to increase player participation. Give appropriate rewards, such as experience points and in-game currency, to players who improve the quality of game interaction by adopting optimized interaction rules. By dynamically optimizing interaction rules, a data-driven interaction optimization loop is formed, continuously improving the game's interactive experience.
[0032] Through the steps described above, the system can accurately identify the difficulties players encounter during interaction and optimize interaction rules accordingly, improving game smoothness and user experience. By automatically collecting and analyzing player behavior, interaction frequency, error feedback, and path selection data, the system can adjust interaction rules in real time to better suit the usage habits of different players. Simultaneously, the introduction of a personalized interaction rule recommendation mechanism makes game interaction more flexible, meeting the needs of different player groups and enhancing the game's social experience and immersion. Furthermore, the data-driven optimization approach creates a continuous optimization loop, allowing the game system's interaction logic to evolve continuously, improving the game's long-term playability and user stickiness. This method is widely applicable to various game genres such as role-playing, strategy management, and competitive games, possessing strong versatility and promotional value.
[0033] Please refer to Figure 2 An interactive control terminal 1 for a game character includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it completes the steps in an interactive control method for a game character.
[0034] In summary, the interactive control method and terminal for game characters provided by this invention, by combining numerical setting data and node status data, ensures the rationality and executability of interaction requests, thereby improving the intelligence level of game interaction. The system can accurately identify the interaction relationship between the first and second characters and dynamically filter based on preset interaction conditions, avoiding meaningless or inappropriate interaction requests and improving the interactive experience.
[0035] Furthermore, the preset interactive responses provide an instant feedback mechanism, enabling players to quickly obtain interaction status information, reducing unnecessary waiting and attempts, and improving interaction efficiency. Through behavioral data analysis, the system can optimize interaction rules, allowing different player groups to obtain personalized interaction processes based on their own operating habits, thereby enhancing user experience and game playability.
[0036] Meanwhile, the introduction of incentive mechanisms can promote positive interactions among players, increasing the fun and social aspects of the interaction. This method is applicable to various game genres, including role-playing, strategy management, and competitive battles, and has broad applicability. Through data-driven optimization, the system can continuously adjust interaction rules, achieve dynamic optimization, improve the health and long-term playability of the game ecosystem, enhance player stickiness, and provide game developers with a more scalable interaction control framework.
[0037] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for interactive control of a game character, characterized in that: include: Respond to the interaction request from the first character to the second character and determine the game state data of the second character; The game status data is generated based on the numerical settings data of the corresponding character and the node status data; Based on the interaction request, after the numerical setting data of the second role meets the preset interaction conditions, a matching preset interaction response is selected in the first scheme according to the node status data; The preset interactive response is used to indicate the response status of the interactive request and / or trigger a behavior instruction that conforms to the interactive request; In response to the preset interactive reply, and based on the triggering features of the response to the preset interactive reply in the interactive request, an incentive mechanism for the first role and the second role is generated.
2. The interactive control method for a game character according to claim 1, characterized in that: The numerical setting data includes at least the attribute data of the corresponding role; the node status data is used to indicate the progress of the corresponding role in the virtual node, and to determine the feasibility of the interaction status of the corresponding role based on the progress.
3. The interactive control method for a game character according to claim 2, characterized in that: The step of selecting a matching preset interaction response based on the node status data in the first scheme after the numerical setting data of the second role meets the preset interaction conditions, based on the interaction request, includes: Based on the interaction request, the attribute data of the second character is parsed. If the attribute data does not meet the preset interaction conditions, the interaction of the first character is prompted to fail. When the attribute data is detected to meet the preset interaction conditions, a match is made based on the node status data in the first scheme. If the node status of the second role is in a preset key stage in the virtual environment, a preset interaction response is matched to indicate that the interaction request of the first role cannot be responded to; otherwise, a preset interaction response is matched to indicate that the interaction request of the first role can be responded to and a behavior instruction that meets the interaction request is triggered.
4. The interactive control method for a game character according to claim 1, characterized in that: The incentive mechanism is generated based on at least one of the complexity, frequency, and delivery result of the interaction behavior in the triggering features, and the method further includes: An interaction contribution value is calculated based on at least one of the complexity, frequency, and delivery result of the interaction behavior, and the interaction contribution value is used to measure the participation of the first role and the second role in the interaction. Differentiated rewards are provided to both parties based on their contribution values, and corresponding incentive content is allocated.
5. The interactive control method for a game character according to claim 1, characterized in that: The first scheme for selecting a matching preset interactive response also includes: If there is a preset interactive response with personalized settings for a second character, then the preset interactive response with personalized settings will be set as the first priority, and a corresponding trigger confirmation mechanism will be generated.
6. An interactive control terminal for a game character, characterized in that: Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: Respond to the interaction request from the first character to the second character and determine the game state data of the second character; The game status data is generated based on the numerical settings data of the corresponding character and the node status data; Based on the interaction request, after the numerical setting data of the second role meets the preset interaction conditions, a matching preset interaction response is selected in the first scheme according to the node status data; The preset interactive response is used to indicate the response status of the interactive request and / or trigger a behavior instruction that conforms to the interactive request; In response to the preset interactive reply, and based on the triggering features of the response to the preset interactive reply in the interactive request, an incentive mechanism for the first role and the second role is generated.
7. The interactive control terminal for a game character according to claim 6, characterized in that: The numerical setting data includes at least the attribute data of the corresponding role; the node status data is used to indicate the progress of the corresponding role in the virtual node, and to determine the feasibility of the interaction status of the corresponding role based on the progress.
8. The interactive control terminal for a game character according to claim 7, characterized in that: The step of selecting a matching preset interaction response based on the node status data in the first scheme after the numerical setting data of the second role meets the preset interaction conditions, based on the interaction request, includes: Based on the interaction request, the attribute data of the second character is parsed. If the attribute data does not meet the preset interaction conditions, the interaction of the first character is prompted to fail. When the attribute data is detected to meet the preset interaction conditions, a match is made based on the node status data in the first scheme. If the node status of the second role is in a preset key stage in the virtual environment, a preset interaction response is matched to indicate that the interaction request of the first role cannot be responded to; otherwise, a preset interaction response is matched to indicate that the interaction request of the first role can be responded to and a behavior instruction that meets the interaction request is triggered.
9. The interactive control terminal for a game character according to claim 6, characterized in that: The incentive mechanism is generated based on at least one of the complexity, frequency, and delivery result of the interaction behavior in the triggering features, and the method further includes: An interaction contribution value is calculated based on at least one of the complexity, frequency, and delivery result of the interaction behavior, and the interaction contribution value is used to measure the participation of the first role and the second role in the interaction. Differentiated rewards are provided to both parties based on their contribution values, and corresponding incentive content is allocated.
10. The interactive control terminal for a game character according to claim 6, characterized in that: The first scheme for selecting a matching preset interactive response also includes: If there is a preset interactive response with personalized settings for a second character, then the preset interactive response with personalized settings will be set as the first priority, and a corresponding trigger confirmation mechanism will be generated.