Method and system for scheduling virtual characters

CN122937489APending Publication Date: 2026-10-20GUANGZHOU YIWAN NETWORK TECH CO LTD
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Patent Information

Application Number
CN202610944430.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-29
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

任务执行过程中,角色体力消耗、状态变化往往依赖文字提示或简单的数值面板进行反馈,缺少直观、集中的可视化呈现

Benefits of technology

[0069]1、本申请所公开的虚拟角色的调度方法,结合了基础属性信息与状态修正双重维度来动态计算并直观展示执行效率,使玩家无需反复查阅多级菜单即可完成评估、筛选、派遣的决策闭环,显著降低了信息筛选成本,提高了虚拟角色调度的准确性与操作效率;

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention discloses a method and system for scheduling virtual characters. The method includes: displaying the character identifier of a virtual character and attribute information associated with the character identifier on a graphical user interface, wherein the attribute information includes at least first information and second information; responding to a first instruction, filtering dispatchable virtual characters and acquiring the first and second information; determining an efficiency parameter based on the first information; determining a first efficiency correction parameter based on the second information; determining the execution efficiency of the virtual character in performing a task based on the efficiency parameter and the first efficiency correction parameter, and displaying the execution efficiency on the character identifier corresponding to the virtual character. This method combines basic attribute information and state correction to dynamically calculate and intuitively display the execution efficiency, allowing players to complete the decision-making loop of evaluation, filtering, and dispatching without repeatedly consulting multiple levels of menus, significantly reducing information filtering costs and improving the accuracy and operational efficiency of virtual character scheduling.
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Description

Technical Field

[0001] This invention relates to the field of virtual game technology, specifically a method and system for scheduling virtual characters. Background Technology

[0002] With the development of strategy simulation games and role-playing games, the intelligent dispatch of virtual characters has gradually become one of the core gameplay elements of these games. In existing technologies, virtual character task dispatch typically employs a random dispatch mechanism. In current virtual character dispatch solutions, the graphical user interface of the terminal device offers limited presentation of character status, task matching accuracy, work efficiency, and dynamic changes during task execution. During task execution, character stamina consumption and status changes often rely on text prompts or simple numerical panels for feedback, lacking intuitive and centralized visual presentation.

[0003] Furthermore, existing solutions consider only a single dimension when dispatching virtual characters, typically relying solely on the character's level or a single attribute value. They fail to comprehensively address factors such as the match between character type and task type, the impact of dynamic changes in character stamina on work efficiency, the constraint of character obedience on dispatch feasibility, and the decline in favorability due to idle time. This results in insufficient depth in dispatch strategies, homogenized game experiences, and negatively impacts players' long-term engagement and user retention, ultimately leading to inefficient use of server resources. Summary of the Invention

[0004] To overcome the shortcomings of existing technologies, this invention provides a method and system for scheduling virtual characters. This method combines basic attribute information and state correction to dynamically calculate and intuitively display execution efficiency, enabling players to complete the decision-making loop of evaluation, screening, and dispatch without repeatedly consulting multiple levels of menus. This significantly reduces information screening costs and improves the accuracy and operational efficiency of virtual character scheduling.

[0005] To achieve the above objectives, the technical solution adopted by the present invention is: a method for scheduling virtual characters, providing a graphical user interface through a terminal device, the method comprising:

[0006] The graphical user interface displays the character identifier of the virtual character and the attribute information associated with the character identifier. The attribute information includes at least first information and second information.

[0007] In response to the first instruction, select dispatchable virtual characters and obtain the first and second information of the virtual characters;

[0008] Based on the first information, determine the efficiency parameters of the virtual character performing the task;

[0009] Based on the second information, a first efficiency correction parameter for the virtual character is determined, wherein the first efficiency correction parameter characterizes the influence of the second information on the efficiency parameter;

[0010] Based on the efficiency parameter and the first efficiency correction parameter, the execution efficiency of the virtual character in performing the task is determined, and the execution efficiency is displayed on the character identifier corresponding to the virtual character.

[0011] By combining the above technical solutions with the dual dimensions of basic attribute information and status correction to dynamically calculate and intuitively display execution efficiency, players can complete the decision-making loop of evaluation, screening, and dispatch without repeatedly consulting multiple levels of menus. This significantly reduces information screening costs and improves the accuracy and operational efficiency of virtual character scheduling.

[0012] Furthermore, the first information includes the role type, and the efficiency parameters for determining the virtual role's task execution based on the first information include:

[0013] Obtain the task type, determine the matching degree between the role type and the task type, determine the efficiency parameter of the virtual character performing the task based on the matching degree, and display the efficiency parameter at the associated position of the matching degree indicator.

[0014] The above technical solution quantifies the suitability between characters and tasks into visible efficiency parameters and displays them in close proximity. This transforms the need for players to judge suitability into an intuitive basis for comparison, guiding players to prioritize assigning characters that match their expertise and avoiding slow task execution caused by mistakenly assigning unsuitable characters.

[0015] Furthermore, determining the efficiency parameters for the virtual character to perform tasks based on the matching degree further includes:

[0016] The proficiency information of the virtual character is obtained, a second efficiency correction parameter is determined based on the proficiency information, and the second efficiency correction parameter is displayed on the graphical user interface. The second efficiency correction parameter represents the influence of the proficiency information on the efficiency parameter, and the second efficiency correction parameter is positively correlated with the proficiency information.

[0017] By employing the aforementioned technical solutions, and further enhancing the positive feedback from proficiency on top of type matching, a composite efficiency model adapting to specialization is constructed. This incentivizes players to cultivate and utilize specific characters in a targeted manner, providing direct output benefits to long-term development activities and enriching the strategic depth of character development.

[0018] Furthermore, obtaining the proficiency information of the virtual character includes:

[0019] Obtain the number of times or duration that a virtual character performs a task of the same type as the task, and determine the proficiency information based on the number of times or duration.

[0020] The proficiency information is positively correlated with the number of times or the duration of time, and the number of times or the duration of time are displayed in the details information area of ​​the virtual character in the form of a statistics panel on the graphical user interface.

[0021] The above technical solutions provide clear, historical data support for the skill development process, and allow for visual recall through statistical panels. This transforms implicit experience accumulation into explicit growth records, enhancing the realism and sense of accomplishment in character development, and providing players with traceable quantitative evidence for planning their character development paths.

[0022] Furthermore, the second information includes stamina value information, and the step of determining the first efficiency correction parameter for the virtual character based on the second information includes:

[0023] When the physical strength value is greater than or equal to the preset physical strength threshold, the first efficiency correction parameter is set as the first correction parameter, and the first efficiency correction parameter is displayed on the graphical user interface with a first color or a first icon.

[0024] When the physical strength value is less than the preset physical strength threshold, the first efficiency correction parameter is set as the second correction parameter, and the task failure rate is increased simultaneously. The first efficiency correction parameter is displayed on the graphical user interface with a second color or a second icon, and the change in the task failure rate is displayed in the task configuration area in the form of a warning icon.

[0025] By employing the aforementioned technical solution, setting a stamina threshold to trigger changes in efficiency and risk in a binary state, and providing visual warnings based on these differences, it is possible to effectively prevent players from initiating high-risk missions when their stamina is low. This intuitive warning mechanism lowers the barrier to understanding and can significantly reduce the frustration caused by mission failure due to insufficient stamina.

[0026] Furthermore, the method also includes:

[0027] Based on a preset time interval, the stamina consumption information of the virtual character is obtained, and the first efficiency correction parameter is updated based on the stamina consumption information.

[0028] By employing the aforementioned technical solution, the primary efficiency correction parameter is transformed from a one-time determination into a dynamically refreshed variable over time, simulating the continuous fatigue impact on characters during execution. This requires players to anticipate the stamina depletion throughout the entire mission cycle, shifting from static deployment to dynamic monitoring, thus increasing the real-time challenge and realism of strategic allocation.

[0029] Further, the stamina consumption information of the virtual character is obtained, and the first efficiency correction parameter is updated based on the stamina consumption information, including:

[0030] The task load of the task and the working time of the virtual character in performing the task are obtained to determine the stamina consumption information;

[0031] The stamina value information is updated based on the stamina consumption information, and the first efficiency correction parameter is updated based on the updated stamina value information.

[0032] The aforementioned technical solution links physical exertion to specific task loads and working hours in a refined manner, forming a complete logical closed loop of task intensity, physical exertion, status updates, and efficiency decay, rather than a simple timed deduction, making the simulation logic more reasonable. This requires scheduling decisions to comprehensively weigh task difficulty and role endurance, enhancing the depth of the strategy.

[0033] Furthermore, the stamina value information is displayed in association with the corresponding character icon on one side in the form of a stamina value progress bar and / or numerical identifier;

[0034] Updating the stamina value information based on the stamina value consumption information includes:

[0035] The stamina value information of the virtual character is updated based on a preset time interval, and the fill length of the stamina value progress bar and / or the displayed value of the numerical identifier are dynamically updated on the graphical user interface with a preset time interval as the refresh cycle.

[0036] At the same time, a stamina consumption rate indicator is displayed in the task progress area associated with the virtual character.

[0037] The aforementioned technical solution provides a real-time, dynamically updated stamina bar and consumption rate, allowing players to see the stamina depletion rate of each virtual character without needing to navigate to a details page. This facilitates rapid horizontal comparisons during multi-tasking missions, enabling timely recall or replacement of characters nearing exhaustion.

[0038] Furthermore, before responding to the first instruction, filtering dispatchable virtual characters, and obtaining the first and second information of the virtual characters, the method further includes:

[0039] The obedience information of each virtual character is displayed on the graphical user interface, and the obedience information includes an obedience progress bar and / or obedience level labels;

[0040] Obtain the obedience information of the virtual character. If the obedience is less than a preset obedience threshold, determine that the virtual character cannot perform the task, and switch the role identifier of the virtual character to an undispatchable state on the graphical user interface.

[0041] The process of obtaining the obedience level of the virtual character includes:

[0042] Obtain the status value information of the virtual character, and determine the obedience information based on the status value information. The status value information includes stamina value information, and the status value information is displayed in the virtual character details area of ​​the graphical user interface in the form of a multi-dimensional status panel.

[0043] By introducing obedience as a threshold indicator for deployment and directly disabling virtual characters with low obedience, the system automatically filters out unusable units, avoiding futile player filtering. Status values ​​such as stamina are integrated into obedience and visualized through a multi-dimensional panel, guiding players to shift their focus from single numerical values ​​to the overall health and well-being of virtual characters, thus strengthening the holistic view of simulation management.

[0044] Furthermore, the status value information also includes favorability information, and before obtaining the virtual character's obedience information, the process further includes:

[0045] The idle time of the virtual character is obtained. When the idle time exceeds a preset idle threshold, the favorability decay amount is determined based on the idle time. The favorability of the virtual character is updated by decreasing based on the favorability decay amount. The favorability decay amount increases non-linearly with the increase of the idle time.

[0046] The favorability information is displayed on the graphical user interface, and when the favorability decreases, the favorability information is updated with a decreasing animation effect and / or a color change effect.

[0047] The obedience information is determined based on the favorability information and physical strength information, and the obedience progress bar is updated synchronously on the graphical user interface as the favorability information and physical strength information change.

[0048] The above technical solution incorporates an idle penalty mechanism and non-linear accelerated decay, using dynamic visual feedback to create a sense of urgency, thereby drawing user attention to and activating dormant characters. This prevents long-term idle characters from becoming mere repository data.

[0049] Furthermore, the method also includes:

[0050] Obtain the demand status of the virtual character, which includes material demand information and a status reward value after the demand is met;

[0051] The graphical user interface displays a demand status panel, which includes a demand material icon, the quantity of demand materials, and a status reward value that can be obtained after the demand is met.

[0052] In response to the second instruction, the resources corresponding to the resource demand information are deducted, the status value of the virtual character is increased, and the display content of the demand status panel is updated.

[0053] The aforementioned technical solution displays individual needs and expected benefits on a separate panel, directly linking resource consumption with status value gains, thus establishing a clear exchange of resources for status. This provides players with immediate positive feedback and fragmented development goals, simplifies the tedious operations of maintaining character status, and enhances the convenience and motivation for meticulous character maintenance.

[0054] Furthermore, the method also includes:

[0055] In response to a random task trigger event, the task content is obtained and pushed to a preset display area on the graphical user interface, while a response countdown is started.

[0056] Within the response countdown, the player's deployment command is received, and the deployment progress indicator bar and / or the arrival status of the dispatched virtual objects are displayed on the graphical user interface;

[0057] The task progress is determined according to the allocation instruction, and the execution result of the random task triggering event is determined based on the preset pass conditions. The task progress is displayed on the graphical user interface in the form of a progress bar filling status and / or stage indicators.

[0058] If the execution result is successful, an additional reward will be issued in the form of a reward display panel on the graphical user interface; if the execution result is unsuccessful or the allocation instruction is not received after the response countdown ends, the penalty content and reason explanation will be displayed on the graphical user interface.

[0059] By introducing random events with countdowns through the aforementioned technical solution, and providing real-time feedback on allocation progress along with clear pass / fail decisions and reward / penalty displays, a tense and exciting real-time decision-making experience is created. It disrupts the calm periods of conventional resource allocation, testing players' rapid resource response capabilities under pressure.

[0060] A virtual character dynamic attribute and intelligent dispatch system, comprising:

[0061] The display module is used to display the character identifier of the virtual character and the attribute information associated with the character identifier on the graphical user interface, wherein the attribute information includes at least first information and second information.

[0062] The dispatch guidance module is used to respond to the first instruction, filter the virtual characters that can be dispatched, and obtain the first and second information of the virtual characters;

[0063] An efficiency parameter confirmation module is used to determine the efficiency parameters of the virtual character performing the task based on the first information;

[0064] The parameter correction confirmation module is used to determine a first efficiency correction parameter for the virtual character based on the second information, wherein the first efficiency correction parameter characterizes the impact of the second information on the efficiency parameter;

[0065] The efficiency confirmation module is used to determine the execution efficiency of the virtual character in performing the task based on the efficiency parameter and the first efficiency correction parameter, and to display the execution efficiency on the character identifier corresponding to the virtual character.

[0066] An electronic device includes a memory and a processor, wherein the memory stores a computer program, and the processor executes the computer program to implement the above-described method.

[0067] A computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method.

[0068] By employing the above technical solutions, the beneficial effects of the present invention are as follows:

[0069] 1. The virtual character scheduling method disclosed in this application combines basic attribute information and state correction to dynamically calculate and intuitively display execution efficiency, enabling players to complete the decision-making loop of evaluation, screening, and dispatch without repeatedly consulting multiple levels of menus, significantly reducing information screening costs and improving the accuracy and operational efficiency of virtual character scheduling.

[0070] 2. The virtual character scheduling method disclosed in this application quantifies the suitability between characters and tasks into visible efficiency parameters and displays them in close proximity. This transforms the need for players to judge suitability into an intuitive comparison basis, guiding players to prioritize dispatching characters that are professionally suited, thus avoiding the problem of slow task execution caused by mistakenly dispatching unsuitable characters.

[0071] To make the above and other objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0072] 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.

[0073] Figure 1This is a flowchart of the virtual character scheduling method in an embodiment of the present invention;

[0074] Figure 2 This is a flowchart illustrating the determination of efficiency parameters for virtual characters in an embodiment of the present invention;

[0075] Figure 3 This is a block diagram of the virtual character dynamic attributes and intelligent dispatch system in an embodiment of the present invention;

[0076] Figure 4 This is a rendering of the display module in an embodiment of the present invention;

[0077] Figure 5 This is a schematic diagram of the expanded details panel in an embodiment of the present invention;

[0078] Figure 6 This is a block diagram of an electronic device in an embodiment of the present invention.

[0079] The reference numerals in the above figures are as follows: 10, Display module; 20, Dispatch guidance module; 30, Efficiency parameter confirmation module; 40, Correction parameter confirmation module; 50, Efficiency confirmation module; 60, Processor; 70, Memory; 101, Card; 102, Multi-dimensional status panel; 103, Proficiency statistics panel. Detailed Implementation

[0080] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0081] It should be noted that in the description of this invention, the terms "first," "second," etc., are used only for descriptive purposes and to distinguish similar objects; there is no order between them, nor should they be construed as indicating or implying relative importance. Furthermore, in the description of this invention, unless otherwise stated, "a plurality of" means two or more.

[0082] This application discloses a method for scheduling virtual characters. The execution subject of this method can be a terminal device, which can be a server, desktop computer, laptop computer, tablet computer, mobile phone, smartwatch, smart TV, etc., or other electronic devices with data processing functions. This application does not specifically limit the type of device.

[0083] Provide a graphical user interface through terminal devices, such as Figure 1 As shown, the method includes:

[0084] Step S100: Display the character identifier of the virtual character and the attribute information associated with the character identifier on the graphical user interface. The attribute information includes at least first information and second information.

[0085] Taking a maritime survival scenario as an example, character identifiers can be a virtual character's avatar, name, or occupational badge. The first piece of information includes, but is not limited to, the virtual character's role type; the second piece of information includes, but is not limited to, real-time status data such as the virtual character's stamina, affinity, and mood. This information can be presented in a card-style layout in the management panel.

[0086] In step S200, in response to the first instruction, select dispatchable virtual characters and obtain the first and second information of the virtual characters.

[0087] When a player clicks the corresponding task dispatch button to generate a task, the system triggers the first instruction, initiating a screening process for dispatchable virtual characters. During the screening process, virtual characters with depleted stamina or excessively low obedience are automatically excluded, and only virtual characters capable of performing tasks are included in the candidate pool. The system also obtains key parameters such as the virtual character's type and stamina.

[0088] Step S300: Determine the efficiency parameters of the virtual character performing the task based on the first information.

[0089] The system obtains the task type and calculates the matching degree between the task type and the role types of virtual characters in the candidate pool. For example, if the task is sea surface salvage, the salvage operator is a perfect match (match degree 1); the navigator is a partial match (match degree 0.6); the guard is a limited match (match degree 0.4); and the doctor and cook are basically mismatched (match degree 0.1). The matching degree is directly converted into the basic efficiency parameter for the virtual character to perform salvage tasks. Furthermore, the system obtains the cumulative number of times the virtual character has performed sea surface salvage tasks, i.e., salvage proficiency, generates a second efficiency correction parameter, and applies a positive correction.

[0090] Step S400: Based on the second information, determine a first efficiency correction parameter for the virtual character, wherein the first efficiency correction parameter characterizes the influence of the second information on the efficiency parameter.

[0091] The system reads the virtual character's current stamina value and compares it to a preset stamina threshold. When the current stamina value is greater than or equal to the threshold, the first efficiency correction parameter is set to 1.0, meaning there is no efficiency decay. When the current stamina value is less than the threshold, the first efficiency correction parameter decreases according to a formula, and the mission failure rate increases simultaneously. On the graphical user interface, characters with abundant stamina are displayed as blue water level lines, while those with insufficient stamina are indicated by flashing red warnings, clearly distinguishing between characters that can be safely deployed and those that require caution.

[0092] Step S500: Based on the efficiency parameter and the first efficiency correction parameter, determine the execution efficiency of the virtual character in performing the task, and display the execution efficiency on the character identifier corresponding to the virtual character.

[0093] The final execution efficiency is displayed on the corresponding virtual character card using color coding and / or level labels (S / A / B / C / D / E).

[0094] Through the above technical solution, this invention combines three dimensions—virtual character job suitability, proficiency, and real-time physical condition—to dynamically calculate and intuitively display the expected efficiency of each virtual character in performing tasks. This allows players to complete the entire decision-making loop of evaluation, comparison, selection, and dispatch on a unified panel without having to repeatedly click into the details page of each virtual character to check information. This significantly reduces the cost of manpower scheduling in maritime survival scenarios and improves dispatch accuracy and operational efficiency.

[0095] like Figure 2 As shown, the efficiency parameters for determining the virtual character's task execution in step S300 include:

[0096] Step S310: Obtain the task type;

[0097] Step S320: Determine the matching degree between the virtual character's role type and task type;

[0098] Step S330: Based on the matching degree, determine the matching efficiency parameter for the virtual character to perform the task, and display the matching efficiency parameter at the associated position of the matching degree indicator.

[0099] The types of virtual characters include, but are not limited to: salvage workers who are good at identifying and lifting various floating objects, navigators who are proficient in ship handling and sea navigation, mechanics who are good at equipment maintenance and mechanical operation, doctors who are responsible for treating the wounded and preventing diseases, guards who are responsible for settlement defense and patrolling dangerous sea areas, and chefs who are good at food processing and supply preparation.

[0100] The corresponding mission types include: surface salvage, deep-sea exploration, ship repair, food supply, medical rescue, and maritime patrol.

[0101] The system can pre-define a mapping table between role types and task types. The design logic of the matching degree is based on the division of labor rules, as shown in Table 1-1:

[0102] Salvage worker 1.0 0.7 0.3 0.4 0.2 0.3 navigator 0.6 0.8 0.2 0.5 0.5 0.7 mechanic 0.2 0.4 1.0 0.2 0.1 0.3 doctor 0.1 0.0 0.1 1.0 0.3 0.1 guard 0.1 0.1 0.1 0.3 1.0 0.2 chef 0.4 0.3 0.2 0.2 0.3 1.0

[0103] In some feasible embodiments, the matching efficiency parameter is displayed next to the character type icon of the corresponding card for the virtual character. For example, when a player selects a sea salvage mission, the salvager Lao Zhou's card will have five stars, with a matching efficiency parameter of 100% below it; the navigator Ada's card will have three stars, with a matching efficiency parameter of 60% below it. This matching degree star rating is displayed near the character's profession icon, allowing players to determine the matching degree immediately.

[0104] The above technical solution transforms the suitability of virtual characters for tasks into a visible star rating and efficiency percentage, which are then closely associated with the character's identifier. This transforms the traditional method of requiring players to manually determine suitability into an intuitive visual comparison, guiding players to prioritize sending highly suited virtual characters to perform tasks. This avoids the problem of slow or even failed task execution caused by misassignments such as sending a chef to repair a ship or a mechanic to salvage.

[0105] Furthermore, the efficiency parameters for determining the virtual character's task execution in step S300 also include:

[0106] Step S340: Obtain the proficiency information of the virtual character;

[0107] Step S350: Determine the second efficiency correction parameter based on the proficiency information;

[0108] Step S360: Display the second efficiency correction parameter on the graphical user interface.

[0109] The second efficiency correction parameter represents the positive impact of the proficiency information on the efficiency parameter, and the second efficiency correction parameter is positively correlated with the proficiency information. The more times a character performs a certain type of task and the longer it takes, the higher their proficiency in that type of task, and the greater the boost to execution efficiency.

[0110] In some feasible embodiments, the proficiency acquisition mechanism is as follows:

[0111] The system records the historical execution records of each virtual character in various tasks, quantifying proficiency in two ways:

[0112] Cumulative Execution Count N: Records the number of times a virtual character completes a certain type of task. For example, salvage worker Lao Zhou has completed a total of 89 sea surface salvage tasks in the settlement so far. Each successful salvage contributes one count to his salvage proficiency.

[0113] Cumulative execution time T totalThis records the total working time of a virtual character performing a certain type of task. Considering that not every task is successfully completed, the cumulative time, as a supplementary dimension to the count, better reflects the virtual character's actual experience accumulation in that type of task. For example, a salvage mission might be prematurely interrupted by a storm and not counted in the success count, but the time the character spent operating within it still contributes to their experience.

[0114] Overall proficiency score: Proficiency P = α × f(N) + β × g(T) total ), where α and β are weighting coefficients, for example α=0.6, β=0.4, and f and g are normalization functions that map the number of times and duration to the proficiency score range of 0-100 respectively.

[0115] In the virtual character details area, the system displays the aforementioned historical execution records in the form of a statistics panel, which includes:

[0116] Task Type Labels: Displays all task types that the virtual character has participated in, such as surface salvage, sea patrol, and deep-sea exploration;

[0117] Cumulative number of times for each type, such as 89 times for salvage operations at sea;

[0118] Cumulative working hours, such as a cumulative salvage operation of 240 hours / 10 days;

[0119] Proficiency level badges are presented with badge patterns, such as an anchor for beginners, a bronze anchor for proficient, a silver anchor for experts, a gold anchor for specialists, and a star anchor for masters.

[0120] The proficiency progress ring, like a circular progress bar surrounding the rank badge, shows how many tasks or hours of work are needed to reach the next rank.

[0121] This data transforms the implicit task experience accumulation of virtual characters into explicit growth records, allowing players to trace the development trajectory of each virtual character.

[0122] In some feasible embodiments, after adding a proficiency correction to the matching degree, the formula for calculating the correction efficiency parameter is as follows:

[0123] Correct the efficiency parameter η = η base ×(1+δ2), where η represents the correction efficiency parameter, η base δ represents the matching efficiency parameter, and δ2 represents the second efficiency correction parameter.

[0124] For example: Salvage worker Lao Zhou, with a total of 89 salvage operations, is an expert-level salvage worker. δ2 = +25%, η = 100% × (1 + 0.25) = 125%.

[0125] Salvage worker Haisheng, 34 times in total, expert level, δ2=+15%, η=100%×(1+0.15)=115%;

[0126] Salvage worker Alang, 2 times in total, novice level, δ2=+0%, η=100%×(1+0.00)=100%.

[0127] Although the three characters were a perfect match for the mission, the difference in experience led to a significant efficiency gap, with Old Zhou being 25% more efficient than the novice A Lang. This directly conveys a strategic message to players: it is worthwhile to cultivate and reuse specific crew members over the long term, and to selectively accumulate their maritime operational experience.

[0128] Through the aforementioned technical solution, based on character type matching, a positive correction brought by proficiency is further added, constructing a composite efficiency model from adaptation to specialization. This incentivizes players to cultivate and utilize specific virtual characters in a targeted manner. For example, continuously dispatching Lao Zhou to participate in various salvage missions allows him to progress from proficient to expert, and from expert to master. This provides direct output-enhancing feedback for long-term development behavior, enriching the strategic depth of management. At the same time, the statistics panel transforms implicit task experience accumulation into explicit growth records, enhancing the realism and sense of accomplishment in character development. Players can watch A Lang grow from a novice who has only done two salvage missions to a sea-drifting hunter; this traceable growth process itself is a source of gaming enjoyment.

[0129] In step S400, the second information includes stamina value, and the step of determining the first efficiency correction parameter of the virtual character includes:

[0130] When the physical strength value ST ≥ the preset physical strength threshold ST threshold When the maximum stamina is 100 points, the stamina threshold can be set to 30% to 40% of the maximum stamina. For example, if the maximum stamina is 100 points, the threshold can be set to 30 points.

[0131] Set the first efficiency correction parameter δ1 as the first correction parameter, i.e., δ1=1.0, with no efficiency decay;

[0132] On the graphical user interface, the stamina progress bar is displayed in a first color, or the character's stamina status is marked with a first icon, wherein the first color can be sea blue or turquoise, and the first icon can be a full sail icon or a calm sea icon.

[0133] The task failure rate remains at the default base value, such as a base salvage failure rate of 5%.

[0134] At this point, the virtual character's card presents a visually reassuring presence, such as a stable card border and a normal avatar expression.

[0135] When the physical strength value ST < the preset physical strength threshold ST threshold hour:

[0136] Set the first efficiency correction parameter δ1 as the second correction parameter. The formula for calculating δ1 is:

[0137] δ1=δ 1min +(ST / ST threshold )×(1.0-δ 1min ), where δ 1min δ is the minimum correction factor when physical strength reaches zero. 1min The value can be 0.3. This formula ensures that when physical strength is below the threshold, the first efficiency correction parameter decreases smoothly as physical strength decreases, rather than abruptly. When physical strength drops from 30 to 20, δ1 decreases gradually, rather than dropping sharply all at once, making the efficiency decay more consistent with the objective law of fatigue accumulation.

[0138] Simultaneously increase the task failure rate, with the failure rate increment ΔFR=(1-ST / ST) threshold )×FR maxpenalty , of which FR maxpenalty The maximum failure rate penalty can be set to 30%. As stamina decreases from 30 to 20, ΔFR gradually increases from 0% to approximately 10%; when stamina approaches 0, ΔFR approaches 30%.

[0139] On the graphical user interface, the stamina progress bar is displayed in a second color, or the stamina status is marked with a second icon. The second color can be coral red or warning orange, and the second icon can be a sail icon, a stormy sea icon, or a low battery anchor light icon.

[0140] Meanwhile, the task configuration area displays a warning sign indicating the change in task failure rate. For example, the salvage task panel displays the current dispatch risk: due to insufficient character stamina, the salvage failure rate has increased from 5% to 11%, highlighted with an orange border.

[0141] For example, there are three salvage crew members, and the player is considering sending them to a sea salvage mission. Among them:

[0142] Old Zhou's stamina is 78 / 100, far exceeding the threshold of 30, with δ1=1.0. The stamina progress bar is a full, deep blue, and the status is displayed as good. The first efficiency correction parameter is displayed as a bright green sail icon at the end of the card's stamina bar.

[0143] Xiao Yu's stamina is 41 / 100, which is above the threshold but close to it, δ1=1.0. The system detected that the stamina is close to the threshold and issued a warning at the end of the stamina bar: Stamina reserves are low, and it is recommended to pay attention to endurance. Xiao Yu can still be dispatched; the system is only providing a friendly reminder to the player to pay attention to his stamina level.

[0144] Ah Lang, your stamina is 24 / 100, which is below the threshold of 30. δ1 = 0.3 + (24 / 30) × 0.7 = 0.86. The stamina progress bar turns coral red and its length shrinks to about 24%. A red broken sail icon appears at the end of the stamina bar, indicating fatigued work, with efficiency reduced by 14% and failure rate increased by 6%. The card border flashes with a red ripple animation.

[0145] By employing the aforementioned technical solution, setting a stamina threshold to trigger changes in efficiency and risk in a binary state, and using different colors for visual warnings, players can effectively prevent their virtual characters from being sent out to sea for salvage when their stamina is insufficient. This intuitive warning mechanism lowers the barrier to understanding, enabling players to quickly identify the risks associated with their character's status.

[0146] In some feasible embodiments, step S400 further includes:

[0147] Step S410: Based on a preset time interval, obtain the stamina consumption information of the virtual character;

[0148] Step S420: Update the first efficiency correction parameter based on the physical exertion information.

[0149] The calculation of physical exertion takes into account multiple dimensions of the task:

[0150] Physical exertion ΔST = TL × K × Δt × W, where TL represents the task load coefficient, indicating the intensity and difficulty of the operation at sea. For example, for simple salvage tasks on calm seas, TL ≈ 0.8~1.2; for standard salvage under moderate sea conditions, TL ≈ 1.5; for debris salvage after a storm, TL ≈ 2.0~2.5; and for high physical exertion tasks such as deep-sea exploration, TL can reach 3.0.

[0151] K represents the stamina consumption constant of a virtual character. The difference in stamina among different virtual characters affects the rate of stamina consumption. The stamina consumption constant can be viewed through the stamina attribute in the character panel. For example, the K of a virtual character with high stamina is approximately 0.7~0.8, while the K of a virtual character with low stamina is approximately 0.9~1.1.

[0152] Δt represents the time interval, i.e. the system refresh cycle, which can be set to 30 seconds or 1 minute, representing the corresponding length of time on the game world time scale.

[0153] W represents the weather / sea state correction factor, a consumption correction specific to the marine environment. Light waves W=1.0; moderate waves W=1.2~1.5; stormy weather W=1.8~2.5. Weather changes can affect the consumption rate at any time; if the waves intensify during a mission, stamina consumption will accelerate.

[0154] Taking marine salvage as an example, the system triggers an update check at a preset time interval Δt, such as every 30 seconds of real time corresponding to 10 minutes in the game.

[0155] Obtain current marine weather data and determine the sea state correction factor W;

[0156] Get the current load factor TL for the task;

[0157] Calculate the physical exertion amount for this cycle: ΔST = TL × K × Δt × W;

[0158] Update virtual character stamina: ST new =ST-ΔST;

[0159] Based on the updated stamina value ST new Reassess whether the physical strength threshold has been exceeded and recalculate the first efficiency correction parameter δ1.

[0160] If δ1 changes, the efficiency display and visual alert elements on the graphical user interface are updated synchronously.

[0161] If ST new If the value approaches the threshold, such as falling below 35, the system will send an early warning of impending fatigue.

[0162] Taking stamina consumption during sea salvage as an example, a player dispatches a salvage operator with 78 / 100 stamina and K=0.75 to perform a surface salvage mission. The initial TL=1.2 and wave size W=1.0.

[0163] T=0~20 minutes: Consumption rate = 1.2×0.75×1.0=0.9 points / game minute, 18 points are consumed in 20 minutes, stamina drops to 60 / 100, still far above the threshold, δ1 remains at 1.0, and the stamina bar remains blue.

[0164] At T=20 minutes: the sea breeze intensifies, the wave height increases, W rises from 1.0 to 1.4, TL rises from 1.2 to 1.5 due to the increase in surge, the consumption rate is updated to 1.5×0.75×1.4≈1.575 points / minute, the system updates the consumption rate indicator and changes it to an orange wave icon.

[0165] At T=35 minutes: The cumulative stamina consumption = 18 + 1.575 × 15 ≈ 41.6 points. The stamina drops to about 36.4 / 100, which is close to the threshold. The system pushes a warning that Lao Zhou's stamina is close to the fatigue red line and he is expected to enter a fatigue state in about 4 minutes.

[0166] When T=40 minutes: Stamina drops to approximately 28.5 / 100, falling below the threshold of 30. δ1 is recalculated as 0.3+(28.5 / 30)×0.7≈0.965, execution efficiency is reduced, the stamina bar turns coral red, and the card border flashes.

[0167] The aforementioned technical solution links physical exertion to specific task loads, working hours, sea conditions, and weather in a refined manner, forming a complete logical closed loop of sea conditions, task intensity, physical exertion, status updates, efficiency decline, and risk escalation, rather than a simple timed deduction. This requires players to comprehensively weigh task difficulty, weather conditions, and crew endurance in task scheduling decisions, shifting from static dispatch to dynamic monitoring, increasing the real-time challenge and realism of strategic deployment in maritime survival simulations.

[0168] In some feasible embodiments, stamina information is displayed in association with a stamina progress bar (like a water level) and / or numerical indicators on one side of the corresponding character icon. The virtual character's stamina information is updated at preset time intervals, and the length of the stamina progress bar and / or the displayed value of the numerical indicators are dynamically updated on the graphical user interface at preset time intervals. The refresh uses a smooth transition animation; the stamina bar does not drop abruptly, but rather shrinks frame by frame with a fade-out animation, giving the player a direct, rhythmic sense of the rate at which stamina is depleted.

[0169] In some feasible embodiments, a stamina consumption rate indicator is displayed in the task progress area associated with the virtual character, such as a stamina consumption rate of 1.2 points / minute.

[0170] Based on the current stamina value and consumption rate, the system calculates and displays a predicted timeframe after stamina depletion. This prediction provides players with a crucial intervention window. For example, if stamina is expected to deplete in 15 minutes, the player has ample time to recall crew members or use supplies; if stamina is expected to deplete in 3 minutes, the player must act immediately.

[0171] When multiple virtual characters are simultaneously dispatched to perform different tasks, such as Lao Zhou salvaging in the first sea area, Hai Sheng patrolling in the second sea area, and Ye Lin treating the wounded, the stamina progress bars and consumption rate indicators of each virtual character are displayed side by side on a unified maritime mission formation monitoring panel. This panel is arranged horizontally, with each virtual character performing a task occupying a separate instrument unit. The stamina progress bar and consumption rate are displayed as pointers and readings on the instrument panel, allowing players to see the stamina loss rate and remaining stamina of all virtual characters performing tasks without needing to access individual character details pages.

[0172] When a virtual character's stamina drops to a dangerous level, its corresponding instrument panel will be highlighted with a flashing red border. Players can directly click the recall button on the monitoring panel to control the virtual character to return to base; or click the replacement button to select another virtual character to take over the task. The replacement operation supports seamless handover; the previous character can only return to base after the replacement arrives at the work site, ensuring that the mission is not interrupted.

[0173] The aforementioned technical solution provides a real-time dynamically updated stamina bar and consumption rate indicator, allowing players to monitor the stamina loss rate of each virtual character without needing to access a details page. This facilitates rapid horizontal comparisons across multiple concurrent tasks. For example, it can be observed that Lao Zhou's stamina consumption is normal during a salvage mission, while Ada's stamina is rapidly depleting during a patrol mission, potentially indicating encountering rough seas. This allows for timely decisions to recall, replace, or resupply, significantly improving the management efficiency of multi-tasking operations at sea.

[0174] In some feasible embodiments, before step S200, which, in response to the first instruction, filters dispatchable virtual characters and obtains the first and second information of the virtual characters, a compliance pre-screening mechanism is further included, including obtaining the compliance information of the virtual characters. If the compliance degree OB < a preset compliance threshold OB... threshold The system determines that the virtual character is currently unable to perform the task and switches the virtual character's card to an undeployable state on the graphical user interface. The OB... threshold It can be set to 25, with a maximum value of 100.

[0175] In some feasible embodiments, the obedience information is not an isolated numerical value, but rather a derived index that comprehensively reflects multiple state dimensions of the virtual character. Obtaining the obedience information of the virtual character includes:

[0176] The system acquires the status value information of the virtual character and determines the degree of obedience based on the status value information. The status value information includes physical strength information, favorability information, and mood information, and is displayed in the virtual character details area of ​​the graphical user interface in the form of a multi-dimensional status panel 102.

[0177] The formula for calculating obedience level OB is: OB = w1 × f1(ST) + w2 × f2(FV) + w3 × f3(MD), where ST is the physical strength value; f1 is the physical strength value normalization function, f1(ST) = ST / ST max FV represents the favorability value; f2(FV) = FV / FV max MD represents mood value; f3(MD) = MD / MD max w1, w2, and w3 are weighting coefficients, where the stamina value weight w1 = 0.4, the favorability value weight w2 = 0.35, and the mood value weight w3 = 0.25.

[0178] For each virtual character, the system monitors the idle time T of virtual characters that have not performed tasks or interacted with others. idle The idle time is calculated from the time when the character's last task was completed or interaction ended. In the virtual character details panel, characters that have exceeded a certain idle time will display the idle time.

[0179] When idle time T idlePreset idle threshold T idlethreshold When this occurs, the favorability decay mechanism is triggered. Specifically, T... idlethreshold It can be set to 24 hours or 48 hours.

[0180] The favorability decay mechanism includes:

[0181] The favorability decay amount ΔFV is determined based on the idle time, ΔFV=k1×(T idle -T idlethreshold ) γ Where k1 is the basic attenuation coefficient, with a value of 0.8 to 1.2; γ is the nonlinear exponent, γ>1, with a value range of 1.5 to 1.8.

[0182] The nonlinear design with γ>1 means that the decay of favorability is not uniform, but accelerates over time.

[0183] Display favorability information on the graphical user interface, and update it with a decreasing animation effect and / or color change effect as favorability decays. For example, the favorability progress bar shrinks from a full state with a receding tide-like animation; the color saturation of the virtual character avatar decreases as favorability decreases, gradually fading from bright colors to darker shades; the obedience progress bar is linked, shortening synchronously with changes in favorability information, and the signal flag icon on the progress bar gradually changes from green to yellow, orange, and red.

[0184] In some feasible embodiments, the virtual character scheduling method further includes increasing the virtual character state by satisfying the virtual character's needs, as follows:

[0185] The system acquires the virtual character's demand status, which includes resource demand information and a status reward value after the demand is met. The resource demand information refers to the specific resources the virtual character desires, such as food and clothing; the status reward value is the status bonus returned to the virtual character after the demand is met, such as +30 stamina or +20 affinity.

[0186] The virtual character's demand status is displayed on the graphical user interface in the form of a demand status panel. The demand status panel expands in the details area of ​​the virtual character as an independent card, including the demand material icon, the quantity of the demand material, and the status reward value that can be obtained after the demand is met.

[0187] The demand status panel also includes a demand fulfillment button. In response to the second instruction, when the player clicks the demand button, the materials corresponding to the material demand information are deducted, the status value of the virtual character is increased, and the display content of the demand status panel is updated.

[0188] The above technical solution displays the virtual character's personal needs and expected status value gains on an independent panel, and directly links resource consumption with status value gains, providing players with immediate positive feedback and fragmented development goals. For example, fulfilling Old Chen's wrench set requirement will immediately result in an increase in favorability and obedience, simplifying the tedious operation of maintaining crew status and improving the convenience and intrinsic motivation for refined character maintenance.

[0189] In some feasible embodiments, the virtual character scheduling method further includes random tasks, and in response to a random task triggering event, the system performs the following operations:

[0190] Obtain random task content. A task is randomly selected from the random task library with a certain probability. The task library contains various task types, such as: distress signal from a victim: a radio distress signal is received from nearby sea area, and a rescue team needs to be dispatched; drifting container group: an unmarked drifting container is found, and a salvage operation needs to be dispatched quickly; storm debris: a storm has swept supplies to the near sea, and there is a time window for salvage.

[0191] In the graphical user interface, the push notification format includes a pop-up event panel in the center of the screen, rapid flashing of the communication station indicator light, and displaying the event description in the form of a text scroll bar.

[0192] Initiate a response countdown. The countdown duration varies depending on the urgency of the event. For example: distress signals from victims: 90 seconds; drifting container clusters: 120 seconds; storm debris: 180 seconds.

[0193] Within the response countdown, the system receives player deployment commands and displays a response dashboard on the graphical user interface, including: Deployment progress indicator: A horizontal progress bar showing the ratio of the number of deployed characters to the number of required characters. If the event requires more than two characters, the progress bar fills up and displays a green checkmark when two characters are deployed; Deployed personnel arrival status: Displayed horizontally in the form of virtual character avatars and arrival markers; Real-time calculation of total execution efficiency: As players select / deselect deployment personnel, the system summarizes the total execution efficiency of the selected virtual characters in real time and compares it with the event requirement efficiency. If the requirement is met, it displays "Meets the standard"; if not, it displays "Insufficient"; Remaining response time: The countdown number is displayed in a prominent font, turning red and flashing rapidly from the last 30 seconds onwards, with a reddish heartbeat pulse effect at the edge of the screen during the last 10 seconds; Quick recommendation: The system automatically marks the virtual characters that best match the event and highlights them with a gold border, helping players make quick and reasonable choices under pressure.

[0194] During the task execution phase, the task progress is determined based on the allocation instructions, and the execution result of random events is judged based on preset pass conditions. For example: Phase 1, heading to the scene (0%-30%): dispatching virtual characters to the incident sea area.

[0195] Phase Two, On-site Handling (30%-80%): Different progress animations are displayed based on the event type. This phase is the core area for pass / fail determination.

[0196] Phase 3, Return (80%-100%): Returns upon completion of the task. If the task is successful, the progress bar is filled with a gold arrow; if the task fails, the progress bar is filled with gray.

[0197] The conditions for successful dispatch include, but are not limited to, total dispatch execution efficiency ≥ demand efficiency; dispatched personnel include specific role types such as doctors and guards; dispatched personnel ≥ demanded personnel; and dispatch is completed within the response countdown.

[0198] If the execution result is successful, the victory result will be displayed in the reward display panel on the graphical user interface;

[0199] If the execution fails, the penalty and detailed explanation will be displayed on the graphical user interface. The penalty may include: reduced reputation, loss of resources, deduction of virtual character stamina and decrease in mood value, and decrease in favorability of specific virtual characters.

[0200] If no allocation instruction is received by the end of the response countdown, it is considered that the player has voluntarily abandoned the event, and the system will display the corresponding penalty.

[0201] By introducing random tasks with countdowns through the aforementioned technical solution, and providing real-time feedback on the phased task progress, along with clear pass / fail judgments and reward / penalty mechanisms, a tense and exciting real-time decision-making experience is created. This disrupts the calm period of daily scheduling, testing players' ability to quickly assess personnel and weigh efficiency against risk under countdown pressure.

[0202] This application also discloses a virtual character dynamic attribute and intelligent dispatch system, such as Figure 3 As shown, the system includes:

[0203] Display module 10 is used to display the character identifier of the virtual character and the attribute information associated with the character identifier on the graphical user interface, wherein the attribute information includes at least first information and second information.

[0204] Taking a survival scenario at sea as an example, such as Figure 4 As shown, the display module 10 renders the following visual elements:

[0205] Management panel: Displays all virtual characters in a card-style, list-style, or grid-style layout. Each card contains the virtual character's avatar, name, and character type.

[0206] Character Identification Information: Key attribute information arranged on each card, including job matching star rating, stamina progress bar, and obedience level;

[0207] Efficiency Information: Each card displays the execution efficiency of the current task using color-coded numbers: gold (S grade, ≥90%), purple (A grade, 75%-89%), blue (B grade, 60%-74%), green (C grade, 40%-59%), yellow (D grade, 20%-39%), and red (E grade, <20%).

[0208] Details panel: Click on the card to expand, such as... Figure 5 As shown, it displays a multi-dimensional status panel 102, a proficiency statistics panel 103, a requirement status panel, etc.

[0209] The dispatch guidance module 20 is used to respond to the first instruction, filter available virtual characters, and obtain first and second information about the virtual characters. Taking a maritime survival scenario as an example, the dispatch guidance module includes:

[0210] The command receiving submodule is used to listen for the player's dispatch command input, such as clicking on floating objects on the sea surface or clicking the select dispatch button on the task board;

[0211] The obedience pre-screening submodule is used in the first step of character selection to obtain the obedience information of each virtual character, mark virtual characters with obedience below the threshold as refusing to obey, and exclude them from the list of dispatchable candidates. This step is performed at the very beginning of the selection process to ensure that all available virtual characters that the player encounters subsequently are those that accept commands.

[0212] The attribute information acquisition submodule is used to obtain the first and second information of the virtual characters that have passed the compliance degree pre-detection, so as to provide complete data for subsequent execution efficiency calculation;

[0213] The sorting and recommendation submodule estimates the final execution efficiency of each virtual character based on the acquired attribute information and sorts them from highest to lowest. The most efficient character is highlighted with a gold wavy border, while the least efficient character is highlighted with a dark gray background. The system can display a "Recommended Dispatch" label at the top of the sorted list, indicating the current optimal choice.

[0214] The efficiency parameter confirmation module 30 is used to determine the efficiency parameters of the virtual character performing the task based on the first information. Taking a maritime survival scenario as an example, the calculation logic of the efficiency parameter confirmation module is as follows:

[0215] Obtain the task type T of the target task, such as T=sea surface salvage;

[0216] Iterate through the list of dispatchable virtual characters and read the character type C of each virtual character;

[0217] Query the matching degree mapping table, see Table 1-1, to obtain the matching degree M(C, T);

[0218] Convert the matching degree into a matching efficiency parameter η base =M(C,T)×100%;

[0219] Obtain the proficiency score P of the virtual character on task type T, and determine the second efficiency correction parameter δ2;

[0220] Calculate the correction efficiency parameter η after proficiency adjustment. base ×(1+δ2);

[0221] The intermediate calculation results are transmitted to the correction parameter confirmation module 40 and the efficiency parameter confirmation module 30.

[0222] The parameter correction confirmation module 40 is used to determine a first efficiency correction parameter for the virtual character based on the second information. The first efficiency correction parameter characterizes the impact of the second information on the efficiency parameter. Taking a maritime survival scenario as an example, the processing logic of the parameter correction confirmation module is as follows:

[0223] Get the virtual character's current stamina (ST).

[0224] Compare ST with the preset physical strength threshold ST threshold Compare;

[0225] If ST≥ST threshold δ1=1.0, the visual display scheme is a sea blue stamina bar, a full sail icon, and a default failure rate;

[0226] If ST <ST threshold , δ1=δ 1min +(ST / ST threshold )×(1.0-δ 1min Simultaneously calculate the failure rate increment ΔFR = (1 - ST / ST) threshold )×FR maxpenalty The visual display scheme includes a coral red stamina bar, a broken sail icon, a flashing warning border, and a failure rate indicator.

[0227] If the virtual character is already in a task execution state, a timed refresh mechanism is activated to periodically recalculate stamina consumption, update ST, re-determine δ1, and update the interface display in real time when δ1 changes.

[0228] The efficiency confirmation module 50 is used to determine the execution efficiency of the virtual character performing the task based on the efficiency parameter and the first efficiency correction parameter, and to display the execution efficiency on the character identifier corresponding to the virtual character. Taking a maritime survival scenario as an example, the calculation method of the efficiency confirmation module is as follows:

[0229] η final =η base ×(1+δ2)×δ1, where ηbase δ1 is the basic efficiency parameter based on role type-task matching degree; δ2 is the proficiency correction parameter, i.e., the second efficiency correction parameter, which reflects the bonus of maritime operation experience; δ1 is the physical condition correction parameter, i.e., the first efficiency correction parameter, which reflects the decay effect of current physical condition on efficiency.

[0230] This disclosure also provides an electronic device, such as... Figure 6 As shown, the electronic device includes a processor 60 and a memory 70. The memory 70 stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned virtual character scheduling method.

[0231] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned virtual role scheduling method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0232] Specific embodiments have been used to illustrate the principles and implementation methods of this invention. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this invention. Therefore, the content of this specification should not be construed as a limitation of this invention.

Claims

1. A method for scheduling virtual characters, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays the character identifier of the virtual character and the attribute information associated with the character identifier. The attribute information includes at least first information and second information. In response to the first instruction, select dispatchable virtual characters and obtain the first and second information of the virtual characters; Based on the first information, determine the efficiency parameters of the virtual character performing the task; Based on the second information, a first efficiency correction parameter for the virtual character is determined, wherein the first efficiency correction parameter characterizes the influence of the second information on the efficiency parameter; Based on the efficiency parameter and the first efficiency correction parameter, the execution efficiency of the virtual character in performing the task is determined, and the execution efficiency is displayed on the character identifier corresponding to the virtual character.

2. The virtual character scheduling method as described in claim 1, characterized in that, The first information includes the character type, and the efficiency parameters for determining the virtual character's task execution based on the first information include: Obtain the task type, determine the matching degree between the role type and the task type, determine the efficiency parameter of the virtual character performing the task based on the matching degree, and display the efficiency parameter at the associated position of the matching degree indicator.

3. The virtual character scheduling method as described in claim 2, characterized in that, The step of determining the efficiency parameters for the virtual character to perform tasks based on the matching degree further includes: The proficiency information of the virtual character is obtained, a second efficiency correction parameter is determined based on the proficiency information, and the second efficiency correction parameter is displayed on the graphical user interface. The second efficiency correction parameter represents the influence of the proficiency information on the efficiency parameter, and the second efficiency correction parameter is positively correlated with the proficiency information.

4. The virtual character scheduling method as described in claim 3, characterized in that, The process of obtaining the proficiency information of the virtual character includes: Obtain the number of times or duration that a virtual character performs a task of the same type as the task, and determine the proficiency information based on the number of times or duration. The proficiency information is positively correlated with the number of times or the duration of time, and the number of times or the duration of time are displayed in the details information area of ​​the virtual character in the form of a statistics panel on the graphical user interface.

5. The virtual character scheduling method as described in claim 1, characterized in that, The second information includes stamina value information. The step of determining the first efficiency correction parameter for the virtual character based on the second information includes: When the physical strength value is greater than or equal to the preset physical strength threshold, the first efficiency correction parameter is set as the first correction parameter, and the first efficiency correction parameter is displayed on the graphical user interface with a first color or a first icon. When the physical strength value is less than the preset physical strength threshold, the first efficiency correction parameter is set as the second correction parameter, and the task failure rate is increased simultaneously. The first efficiency correction parameter is displayed on the graphical user interface with a second color or a second icon, and the change in the task failure rate is displayed in the task configuration area in the form of a warning icon.

6. The virtual character scheduling method as described in claim 5, characterized in that, The method further includes: Based on a preset time interval, the stamina consumption information of the virtual character is obtained, and the first efficiency correction parameter is updated based on the stamina consumption information.

7. The virtual character scheduling method as described in claim 6, characterized in that, Obtain the stamina consumption information of the virtual character, and update the first efficiency correction parameter based on the stamina consumption information, including: The task load of the task and the working time of the virtual character in performing the task are obtained to determine the stamina consumption information; The stamina value information is updated based on the stamina consumption information, and the first efficiency correction parameter is updated based on the updated stamina value information.

8. The virtual character scheduling method as described in claim 7, characterized in that, The stamina value information is displayed in the form of a stamina value progress bar and / or numerical indicators on one side of the corresponding character indicator; Updating the stamina value information based on the stamina value consumption information includes: The stamina value information of the virtual character is updated based on a preset time interval, and the fill length of the stamina value progress bar and / or the displayed value of the numerical identifier are dynamically updated on the graphical user interface with a preset time interval as the refresh cycle. At the same time, a stamina consumption rate indicator is displayed in the task progress area associated with the virtual character.

9. The virtual character scheduling method as described in claim 1, characterized in that, Before responding to the first instruction, filtering dispatchable virtual characters, and obtaining the first and second information of the virtual characters, the method further includes: The obedience information of each virtual character is displayed on the graphical user interface, and the obedience information includes an obedience progress bar and / or obedience level labels; Obtain the obedience information of the virtual character. If the obedience is less than a preset obedience threshold, determine that the virtual character cannot perform the task, and switch the role identifier of the virtual character to an undispatchable state on the graphical user interface. The process of obtaining the obedience level of the virtual character includes: Obtain the status value information of the virtual character, and determine the obedience information based on the status value information. The status value information includes stamina value information, and the status value information is displayed in the virtual character details area of ​​the graphical user interface in the form of a multi-dimensional status panel.

10. The virtual character scheduling method as described in claim 9, characterized in that, The status value information also includes favorability information. Before obtaining the obedience information of the virtual character, the process further includes: The idle time of the virtual character is obtained. When the idle time exceeds a preset idle threshold, the favorability decay amount is determined based on the idle time. The favorability of the virtual character is updated by decreasing based on the favorability decay amount. The favorability decay amount increases non-linearly with the increase of the idle time. The favorability information is displayed on the graphical user interface, and when the favorability decreases, the favorability information is updated with a decreasing animation effect and / or a color change effect. The obedience information is determined based on the favorability information and physical strength information, and the obedience progress bar is updated synchronously on the graphical user interface as the favorability information and physical strength information change.

11. The virtual character scheduling method as described in claim 10, characterized in that, The method further includes: Obtain the demand status of the virtual character, which includes material demand information and a status reward value after the demand is met; The graphical user interface displays a demand status panel, which includes a demand material icon, the quantity of demand materials, and a status reward value that can be obtained after the demand is met. In response to the second instruction, the resources corresponding to the resource demand information are deducted, the status value of the virtual character is increased, and the display content of the demand status panel is updated.

12. The virtual character scheduling method as described in claim 1, characterized in that, The method further includes: In response to a random task trigger event, the task content is obtained and pushed to a preset display area on the graphical user interface, while a response countdown is started. Within the response countdown, the player's deployment command is received, and the deployment progress indicator bar and / or the arrival status of the dispatched virtual objects are displayed on the graphical user interface; The task progress is determined according to the allocation instruction, and the execution result of the random task triggering event is determined based on the preset pass conditions. The task progress is displayed on the graphical user interface in the form of a progress bar filling status and / or stage indicators. If the execution result is successful, an additional reward will be issued in the form of a reward display panel on the graphical user interface; if the execution result is unsuccessful or the allocation instruction is not received after the response countdown ends, the penalty content and reason explanation will be displayed on the graphical user interface.

13. A virtual character dynamic attribute and intelligent dispatch system, characterized in that, include: The display module is used to display the character identifier of the virtual character and the attribute information associated with the character identifier on the graphical user interface, wherein the attribute information includes at least first information and second information. The dispatch guidance module is used to respond to the first instruction, filter the virtual characters that can be dispatched, and obtain the first and second information of the virtual characters; An efficiency parameter confirmation module is used to determine the efficiency parameters of the virtual character performing the task based on the first information; The parameter correction confirmation module is used to determine a first efficiency correction parameter for the virtual character based on the second information, wherein the first efficiency correction parameter characterizes the impact of the second information on the efficiency parameter; The efficiency confirmation module is used to determine the execution efficiency of the virtual character in performing the task based on the efficiency parameter and the first efficiency correction parameter, and to display the execution efficiency on the character identifier corresponding to the virtual character.

14. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the method as described in any one of claims 1-12.

15. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method as described in any one of claims 1-12.