Method, apparatus, electronic device, and storage medium for information processing

CN122952009APending Publication Date: 2026-10-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610579915.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-04-29
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

[0004]本公开的目的在于提供一种信息处理的方法、装置、电子设备和存储介质,以解决信息过载导致的玩家获取关键信息效率低下且需持续手动监控的问题

Benefits of technology

[0009]本公开提供了一种信息处理的方法、装置、电子设备和存储介质,通过响应监控任务创建指令创建针对聊天会话的信息监控任务并控制其处于激活状态以持续获取实时消息,使得玩家能够针对特定聊天会话建立持续性的信息监控机制,无需持续手动扫视聊天界面即可通过后续的匹配与提示获取关键信息,从而降低了玩家精神负担并提升了交互体验;通过确定实时消息与信息监控任务的匹配结果并在匹配成功时生成消息提示信息,实现了对海量实时消息的智能筛选与精准推送,使玩家能够及时获取关键动态,不仅提升了游戏社交协作的丰富度,还通过服务器端集中处理匹配逻辑减少了客户端的无效计算资源消耗,优化了网络传输负载。

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Abstract

This disclosure provides a method, apparatus, electronic device, and storage medium for information processing. By responding to a monitoring task creation instruction, an information monitoring task for a chat session is created and kept active to continuously acquire real-time messages. This enables players to establish a continuous information monitoring mechanism for specific chat sessions, allowing them to obtain key information through subsequent matching and prompts without having to constantly manually scan the chat interface. This reduces the mental burden on players, improves the interactive experience, reduces the unnecessary consumption of client computing resources, and optimizes network transmission load.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method, apparatus, electronic device, and storage medium for information processing. Background Technology

[0002] In multiplayer online scenarios (such as public chat channels in large-scale multiplayer online applications), group chat channels are an important medium for users to exchange information and collaborate. Related technologies typically provide multiple logical channels in the interactive interface (such as world channels, trade channels, team channels, etc.). Users need to actively switch to the target channel and continuously pay attention to the scrolling interface to browse real-time messages, or rely on preset fixed keywords to perform simple string matching and filtering of text content in order to try to filter out specific information of interest.

[0003] However, the above solutions require users to maintain frequent interface attention and manual refresh operations, resulting in a large amount of invalid rendering load and network resource consumption on the client side. At the same time, filtering methods based on fixed rules are prone to information omissions or redundant displays, reducing information processing efficiency. In addition, if complex message filtering logic is executed separately on each client, it will further increase the computational burden and data processing pressure on the terminal device. Summary of the Invention

[0004] The purpose of this disclosure is to provide an information processing method, apparatus, electronic device, and storage medium to solve the problem of inefficient acquisition of key information by players due to information overload, which requires continuous manual monitoring.

[0005] In a first aspect, this disclosure provides an information processing method, comprising: in response to a monitoring task creation instruction, creating an information monitoring task for at least one chat session in a chat interface; controlling the information monitoring task to be in an active state to continuously acquire real-time messages of at least one chat session; wherein the information monitoring task is used to monitor at least one chat session; in response to acquiring real-time messages, determining the matching result between the real-time messages and the information monitoring task; and generating a message prompt message corresponding to the real-time messages if the matching result indicates a successful match.

[0006] Secondly, this disclosure provides an information processing apparatus, comprising: a creation module, configured to create an information monitoring task for at least one chat session in a chat interface in response to a monitoring task creation instruction; an acquisition module, configured to control the information monitoring task to be in an active state to continuously acquire real-time messages of at least one chat session; wherein the information monitoring task is used to monitor at least one chat session; a matching module, configured to determine the matching result between the real-time message and the information monitoring task in response to acquiring the real-time message; and a generation module, configured to generate a message prompt message corresponding to the real-time message when the matching result indicates a successful match.

[0007] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the steps in the information processing method described in any of the preceding claims.

[0008] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to perform the steps in the information processing method described in any of the preceding claims.

[0009] This disclosure provides a method, apparatus, electronic device, and storage medium for information processing. By responding to a monitoring task creation instruction, an information monitoring task for a chat session is created and kept active to continuously acquire real-time messages. This allows players to establish a continuous information monitoring mechanism for specific chat sessions, eliminating the need for constant manual scanning of the chat interface. Key information is obtained through subsequent matching and prompts, reducing player stress and improving the interactive experience. By determining the matching result between real-time messages and the information monitoring task and generating a message prompt upon successful matching, intelligent filtering and precise push of massive amounts of real-time messages are achieved. This enables players to obtain key updates promptly, not only enriching the game's social collaboration but also reducing unnecessary computational resource consumption on the client side and optimizing network transmission load through centralized server-side processing of matching logic. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0011] Figure 1 System architecture diagram of the operating environment provided in the embodiments of this disclosure;

[0012] Figure 2 This is a schematic diagram illustrating an application scenario of the information processing method provided in the embodiments of this disclosure; Figure 3 This is a schematic diagram illustrating another application scenario of the information processing method provided in the embodiments of this disclosure; Figure 4 This is a schematic diagram illustrating another application scenario of the information processing method provided in the embodiments of this disclosure; Figure 5 This is a schematic diagram illustrating another application scenario of the information processing method provided in the embodiments of this disclosure; Figure 6 This is a schematic diagram of the structure of the information processing apparatus provided in the embodiments of this disclosure; Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0014] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0015] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.

[0016] Figure 1A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a first client 110, a second client 120, and a server 130. The first client 110 and the second client 120 are terminal devices that have installed and run game client programs, such as mobile phones, tablets, personal computers, smart wearable devices, game consoles, etc. They have display functions and can display a graphical user interface, which may include the operating system interface or the application interface. The first client 110 is the client used by the first game account, and the second client 120 is the client used by the second game account; that is, the game client program running on the first client 110 is logged into the first game account, and the game client program running on the second client 120 is logged into the second game account. The server 130 generally refers to the backend system providing game services in this exemplary embodiment; it can be a single server or a cluster of multiple servers. A game server program is deployed on the server 130 to perform server-side game data processing. The first client 110, the second client 120, and the server 130 can be connected via wired or wireless communication links for data transmission. For example, the first client 110 can send information to the second client 120 through the server 130, and the second client 120 can send information to the first client 110 through the server 130. Furthermore, the first client 110 and the second client 120 can also communicate directly via wired or wireless means.

[0017] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 and second client 120) includes receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing or editing, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally decodes and outputs the game screen through the cloud gaming client.

[0018] This embodiment provides an information processing method. Figure 2This is a flowchart of an information processing method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the process includes the following steps: Step S210: In response to the monitoring task creation instruction, create an information monitoring task for at least one chat session in the chat interface. Step S220: The information monitoring task is activated to continuously acquire real-time messages from at least one chat session; wherein, the information monitoring task is used to monitor at least one chat session. Step S230: In response to obtaining the real-time message, determine the matching result between the real-time message and the information monitoring task; Step S240: If the matching result indicates a successful match, generate a message prompt message corresponding to the real-time message.

[0019] According to one embodiment of this disclosure, by creating an information monitoring task for chat sessions and continuously acquiring real-time messages for matching and prompting, the rendering load and network traffic consumption of the client are reduced, and the frequency of manual operations is reduced. At the same time, message matching processing can be centrally executed on the server side, which helps to reduce the computing pressure on terminal devices, improve the accuracy of information filtering and the overall utilization of system resources.

[0020] The steps described above are explained in detail below.

[0021] In step S210, in response to the monitoring task creation instruction, an information monitoring task for at least one chat session in the chat interface is created. When applied, a graphical user interface is provided through the terminal device, the graphical user interface including the chat interface.

[0022] Specifically, this step involves establishing a task mechanism to continuously monitor a specified chat session based on specific instructions input by the user, thereby establishing a corresponding data processing channel in the background, enabling the terminal device to continuously monitor a specific data source without affecting the user's current main interface operation.

[0023] The monitoring task creation command is an interactive command used to trigger the establishment of an information monitoring mechanism. It typically transforms a user's monitoring needs into an executable task for the system. Players can generate an information monitoring task for a specific chat session by clicking the monitoring task creation button in the graphical user interface, filling in the monitoring conditions in the pop-up input box, and confirming.

[0024] Furthermore, in an optional implementation, the aforementioned monitoring task creation instruction can be a string instruction received through a text input control in a graphical user interface. For example, players can enter natural language text containing a specific prefix in a chat input box, such as "monitor all party invitations for epic dungeons." After the system parses the semantic content of the text, it automatically converts it into the corresponding monitoring task creation instruction and executes the subsequent task creation process.

[0025] Furthermore, in an optional implementation, the aforementioned monitoring task creation instruction can be a selection instruction triggered by an interactive context menu. For example, a player can long-press on a historical message of interest in the chat interface, select the "Monitor Similar Messages" option from the pop-up context menu, and the system will automatically generate a monitoring task creation instruction based on the semantic features of that historical message.

[0026] Furthermore, in an optional implementation, the aforementioned monitoring task creation instruction can be a voice instruction converted through a voice input interface. For example, a player can activate the voice input mode of their terminal device and say, "Keep an eye on the rare equipment for sale in the trading channel," and the system will generate the corresponding monitoring task creation instruction through voice recognition and semantic parsing.

[0027] It should be noted that the monitoring task creation command can be just one of the above implementation methods, or it can be multiple of the above implementation methods simultaneously. For example, the system can support multiple methods such as text input, interface interaction, and voice input to create monitoring tasks. Players can choose the most convenient command input method according to the current operating environment, or combine multiple input methods during the same task creation process.

[0028] A chat session can be an interactive unit that carries real-time communication content within a graphical user interface. It typically functions as a carrier of information exchange, enabling the flow of text, voice, or multimedia data between users.

[0029] Furthermore, in an optional implementation, the aforementioned chat session can be a group conversation in a public world channel. For example, in the world channel of a massively multiplayer online role-playing game, a large number of players simultaneously send messages seeking to team up, trade items, or share game strategies. This channel constitutes a chat session that needs to be monitored, characterized by a large volume of messages, a high update frequency, and numerous participants.

[0030] Furthermore, in an optional implementation, the aforementioned chat session can be a private chat window between players. For example, when a player wants to monitor whether key information such as online notifications, task invitations, or emergency requests appear in the chat history with a specific friend, this private chat window becomes the chat session being monitored, which has the characteristics of being highly targeted and highly private.

[0031] Furthermore, in an optional implementation, the aforementioned chat sessions can be categorized channels based on specific topics or functions. For example, in-game channels such as team recruitment channels, item trading channels, and guild announcement channels, each channel serves as an independent chat session, allowing players to create corresponding monitoring tasks for different types of information, thus achieving categorized information management.

[0032] The information monitoring task can be a background processing process used to continuously listen to the content of a specific chat session. It typically has the function of periodically or continuously detecting a specified data source and identifying information that meets preset conditions.

[0033] Furthermore, in an optional implementation, the aforementioned information monitoring task can be a standalone task monitoring a single chat session. For example, if a player is only interested in epic dungeon party information in the world channel, the system creates a single monitoring task specifically for the world channel, continuously monitoring real-time messages within that channel, and immediately triggering a notification when a message matching the criteria is detected.

[0034] Furthermore, in an optional implementation, the aforementioned information monitoring task can be a composite monitoring task spanning multiple chat sessions. For example, if a player is simultaneously paying attention to specific content in both the team recruitment channel and the trading channel, the system creates a composite task containing multiple monitoring targets, coordinating the listening and filtering of different channels in a unified manner, and aggregating and displaying matching results from different sources.

[0035] Furthermore, in an optional implementation, the aforementioned information monitoring task can be a temporary task with time limits. For example, players can set the task to monitor the team information of professions in urgent need of healing only for the next two hours. After the time limit expires, the task will automatically expire, avoiding long-term occupation of system resources and making it suitable for temporary and sudden information needs.

[0036] In one specific application, after entering the game through a terminal device, players can enter the natural language command "monitor rare equipment sales information in all channels" in the graphical user interface containing multiple chat channels. After the system parses the command, it will create corresponding information monitoring tasks for the world channel, trade channel and guild channel respectively. At this time, players can close the chat interface and continue to perform the main quest without having to pay attention to the chat content.

[0037] In step S220, the control information monitoring task is in an active state to continuously acquire real-time messages from at least one chat session; wherein, the information monitoring task is used to monitor at least one chat session.

[0038] Specifically, this step involves putting the created monitoring task into working mode, establishing a data connection with the specified chat session, capturing newly generated communication content in real time, and ensuring that the monitoring mechanism can respond promptly to information changes in the chat session.

[0039] The "active" state indicates that the information monitoring task is running and capable of data processing. It typically enables the monitoring process to continuously listen to the data source, promptly capturing and processing newly arriving information.

[0040] Furthermore, in an optional implementation, the aforementioned active state can be a persistent, background process. For example, when a player launches the game client, a pre-defined monitoring task automatically becomes active. While the player is engaged in dungeon battles or exploring the map, the background process continuously listens for new messages in a designated chat channel without requiring the player to manually activate it, thus achieving true background management.

[0041] Furthermore, in an optional implementation, the aforementioned activation state can be a conditionally triggered temporary state. For example, the monitoring task remains active only when the player is online and not in combat. When a player is detected entering a combat scenario, the system temporarily suspends monitoring to save computing resources, and automatically resumes activation after the combat ends, thus achieving intelligent resource management.

[0042] Real-time messages can be dynamic instant messaging data generated during chat sessions. They typically serve as monitored objects, carrying the latest user communication content for real-time analysis and matching by the monitoring system.

[0043] Furthermore, in an optional implementation, the aforementioned real-time message can be instant messaging content in text format. For example, a player sending a plain text message in the team-up channel saying "Looking for a mage to join the team" can be captured by the system and used for subsequent matching analysis. Text messages are characterized by small data volume and fast parsing speed.

[0044] Furthermore, in an optional implementation, the aforementioned real-time message can be structured information containing metadata. For example, a transaction channel message not only contains the text "Selling legendary weapons," but also structured data such as sender ID, timestamp, and item rarity tags. The system obtains this metadata for more accurate matching and source tracing.

[0045] In step S230, in response to obtaining a real-time message, the matching result between the real-time message and the information monitoring task is determined.

[0046] Specifically, this step involves analyzing the captured communication content, determining whether it meets the preset monitoring conditions, and outputting the corresponding judgment conclusion as the basis for deciding whether to generate a prompt message.

[0047] The matching result can be an output that determines the degree to which real-time messages meet monitoring conditions. It typically indicates whether the message content satisfies the user's defined monitoring requirements, providing a basis for deciding whether to generate subsequent alerts.

[0048] In step S240, if the matching result indicates a successful match, a message prompt message corresponding to the real-time message is generated.

[0049] Specifically, this step involves constructing prompt data containing key content of the matching message based on the successful matching determination, in order to present the monitoring hit result to the user, realizing the key transformation from backend monitoring to frontend display.

[0050] The message prompts can be formatted data used to display monitoring matching results to users. They typically transform complex monitoring results into user-perceptible and interactive prompts, enabling asynchronous information push and display.

[0051] Furthermore, in an optional implementation, the aforementioned message prompt can be a visual prompt in the form of a floating window. For example, a semi-transparent floating window pops up in the corner of the graphical user interface, displaying "Party information matching the requirements detected: Dungeon Name - Black Temple, Required Class - Healer," which players can click to expand details or directly jump to the corresponding chat location.

[0052] Furthermore, in an optional implementation, the aforementioned message prompt can be a summary prompt that integrates multiple matching messages. For example, the system displays "3 new transaction messages that match your monitoring criteria have appeared in the past 5 minutes" in the prompt message, and provides an entry point to view details, instead of displaying each message one by one. This batch summary approach reduces the frequency of interruptions for players.

[0053] In one embodiment of this application, an information processing method is provided, in which a monitoring task creation instruction is generated based on input chat information, wherein the chat information is natural language information; The matching results between real-time messages and information monitoring tasks include: Based on semantic matching rules, determine the matching results between real-time messages and information monitoring tasks.

[0054] The method provided in this embodiment enables the generation of monitoring task creation instructions using natural language information, simplifying the user's operation process and improving the naturalness of the interaction; at the same time, it uses semantic matching rules to perform semantic analysis and matching on real-time messages, improving the accuracy and intelligence of information filtering, and solving the technical problem that traditional keyword matching methods in the computer field cannot understand the contextual meaning.

[0055] Specifically, the generation of monitoring task creation instructions relies on the natural language information entered by players in the chat interface. The matching of real-time messages and monitoring tasks is no longer limited to simple string comparison, but rather uses semantic matching rules to deeply understand the message content, comprehensively consider the semantic similarity of words, sentence structure and context, so as to determine whether the two are semantically consistent and achieve intelligent information filtering.

[0056] The chat messages can be text content entered by the player in the chat input area of ​​the graphical user interface, or text data converted from speech, or structured text content triggered by preset shortcut operations. They typically serve as the original input carrier for conveying the user's monitoring intent, generating commands for creating monitoring tasks, and acting as a bridge between the user's natural expression and the system's structured processing, allowing the user to complete the initial setup of the monitoring task without leaving the current game scene or switching to a specific configuration interface.

[0057] Natural language information can be unstructured text expressed in grammatically correct and everyday human language, including colloquial descriptions, vague references, context-dependent semantic expressions, and complex sentences with multiple intentions. It typically enables the system to directly understand the user's intended message without relying on specific formatted commands or programming statements, lowering the user's operational threshold and cognitive burden, while improving the natural fluency of interaction. This allows users to convey complex monitoring needs to the system in a conversational manner, such as using synonyms, near-synonyms, or descriptive phrases to express monitoring targets.

[0058] Semantic matching rules can be algorithmic guidelines developed based on natural language processing technology to analyze the meaning of text context and user intent. These rules encompass various techniques such as lexical analysis, syntactic analysis, semantic role labeling, entity recognition, intent classification, and contextual modeling. They typically replace traditional keyword matching mechanisms to accurately identify the semantic relationships between real-time messages and monitoring tasks. They can understand synonyms, near-synonyms, hyponyms, and contextual constraints, thereby effectively identifying message content that differs superficially in wording but has the same substantive meaning. This significantly improves the recall and accuracy of information filtering, avoiding missed or false detections.

[0059] In an optional implementation, semantic matching rules can be based on similarity calculation criteria in word vector space. This involves mapping words to a high-dimensional vector space and calculating the distance or angle between vectors to measure semantic similarity. For example, the word "sell" in real-time messages and "sell" in monitoring tasks can be mapped to similar semantic vectors for matching. Simultaneously, the vector representations of modifiers such as price and quantity are considered to identify messages with different expressions but the same transaction intent. This approach effectively handles the matching of synonyms and near-synonyms, improving the recall and robustness of the monitoring system, and avoiding the cumbersome configuration required by traditional keyword matching to list all synonymous expressions.

[0060] An information processing method provided in one embodiment of this application further includes: In response to the input chat message containing the target trigger identifier, a monitoring task creation instruction is generated.

[0061] The target trigger identifier can be a specific symbol, keyword prefix, or special mark used to trigger the creation of information monitoring tasks, such as starting with a specific character sequence or embedding specific emojis in text input. It typically serves to clearly identify the user's intent to create a monitoring task, effectively distinguish between ordinary social chat content and functional monitoring commands, and invoke background intelligent services to enter command parsing mode. Through this identifier, the system can quickly identify special inputs that need to be parsed into monitoring commands from massive amounts of real-time chat data, thereby converting natural language descriptions into structured monitoring task parameters and preventing monitoring commands from being mistakenly broadcast to other players as ordinary channel messages.

[0062] In an alternative implementation, the target trigger identifier can be a combination of a specific symbol and an identifier, such as a trigger mark in chat text consisting of the @ symbol followed by a specific service identifier "AI" or "assistant". This combination is intuitive and easy to remember, and conforms to the current usage habits of social software.

[0063] In an optional implementation, the target trigger identifier can be a forward slash command format, which is a command prefix consisting of a forward slash " / " followed by a specific function command character (such as "monitoring"). This form is similar to the command line operation in traditional chat software, which is convenient for quick input.

[0064] like Figure 3As shown in an exemplary application of this embodiment, when a player is challenging a dungeon in the game scene, they need to monitor specific item information in the trading channel. The player clicks the trading channel tab 301, thereby switching the session to the chat session corresponding to the trading channel. The player can trigger the chat input box 302. The system detects the trigger operation and pops up a larger input box 303 to facilitate the player's input. The player enters "@AI Follow the trading channel for rare materials" in the input box 303. After the system recognizes the target trigger identifier "@AI", it immediately generates a monitoring task creation instruction to create a monitoring task for the trading channel, allowing the player to quickly establish an information monitoring mechanism without interrupting the current game operation.

[0065] In an embodiment of this application, an information processing method is provided, in which the matching result between real-time messages and information monitoring tasks is determined according to semantic matching rules, including: Semantic parsing is performed on real-time messages to obtain semantic features; semantic parsing includes contextual semantic understanding. The semantic features are compared with the monitoring semantic features corresponding to the information monitoring task to determine the matching result.

[0066] The method provided in this embodiment breaks through the limitation of traditional keyword matching, which can only perform string comparison, by introducing semantic parsing and contextual understanding mechanisms. It realizes intelligent recognition and association analysis of the deeper meaning of chat messages, thereby improving the accuracy of information acquisition for players, reducing the risk of information omission due to semantic ambiguity, and optimizing the naturalness of human-computer interaction and the level of intelligence in game information processing.

[0067] Semantic parsing, in particular, is a computational process that performs deep language analysis on message text to extract its inherent meaning. It typically transforms unstructured text into a structured semantic representation for subsequent logical processing.

[0068] Furthermore, in an optional implementation, semantic parsing can be achieved through a sequence encoder based on a deep neural network, which performs multi-layer nonlinear feature extraction and abstract representation on the word vector sequence of real-time messages.

[0069] In an alternative implementation, semantic parsing can employ a pre-trained language model to encode the message text with context-sensitive embedding representations, and determine the intrinsic relationship by calculating the semantic similarity with the monitored topic.

[0070] Semantic features can be vector representations or structured datasets that characterize the semantic attributes of the message text. They typically serve to quantify the inherent meaning of the message and compare it with the monitored target using similarity calculations.

[0071] Contextual semantic understanding is a processing mechanism that analyzes the true meaning of a message by combining its dialogic environment, the sequence of messages before and after it, and the temporal context. It typically serves to eliminate lexical ambiguity, identify the referents of pronouns, and infer the speaker's implicit intentions.

[0072] Specifically, in an optional implementation, contextual semantic understanding can establish dialogue state tracking by analyzing the aforementioned multiple historical messages and identify the specific referents of pronouns or omitted components in the current message.

[0073] Furthermore, in an optional implementation, contextual semantic understanding can employ an attention mechanism model to dynamically calculate the influence weight of historical messages on the semantic understanding of the current message, prioritizing highly relevant contexts.

[0074] Among them, monitoring semantic features can serve as a baseline semantic description and reference standard for characterizing the target content of information monitoring tasks. They typically function as a matching reference system to filter and identify messages that meet the specific needs of players.

[0075] Specifically, in one optional implementation, the monitoring semantic features can be stored in vector form, and the degree of matching is determined by calculating the vector distance or cosine similarity between the monitoring semantic features and the real-time message semantic features. For example, when a player creates a task to monitor the purchase of advanced defensive equipment, the system generates a feature vector containing the semantics of "purchase," "advanced," and "defense equipment" (i.e., monitoring semantic features). When a real-time message is received requesting a set of heavy armor of legendary quality, the similarity between the two semantic vectors is calculated to be greater than a preset threshold, indicating a successful match.

[0076] Furthermore, in an optional implementation, the monitoring semantic features may include logical constraints, such as requiring the simultaneous fulfillment of AND relationships between multiple semantic tags, or excluding non-relationships for specific tags. For example, a monitoring task may require a composite condition of team formation and copies that are not full. When comparing data, the system not only checks whether team formation semantics are included, but also verifies whether the exclusion condition of "full" has been triggered, thereby accurately filtering out valid recruitment information.

[0077] One embodiment of the application provides an information processing method that further includes: In response to the fulfillment of push notification trigger conditions, a message notification is displayed in a preset area of ​​the graphical user interface.

[0078] Specifically, when the system determines that the preset push trigger conditions are met, it will automatically trigger the message notification display process and display the message notification in a preset area of ​​the graphical user interface so that players can be informed of the real-time message of successful matching without having to continuously and actively check the chat channel.

[0079] The push notification trigger condition can be a conditional judgment mechanism used to determine whether the timing for displaying message prompts has been met. It typically serves to ensure that message prompts are displayed to players at the appropriate time, avoiding information omissions or excessive interference.

[0080] Specifically, in one optional implementation, the push notification trigger can be a periodic triggering mechanism based on time intervals. Specifically, the system maintains a timer that automatically checks the queue of message notifications to be pushed every preset time period (e.g., every 30 seconds or every 5 minutes). When a new message notification that has not yet been shown to the player is detected in the queue, and the set time interval has elapsed since the last display operation, the push process is automatically triggered, displaying the message notification in a preset area of ​​the graphical user interface.

[0081] In one optional implementation, the push notification trigger condition can be an intelligent trigger mechanism based on the player's current operation state. The system monitors the player's operation state and game scene in real time, and determines whether it is appropriate to display a message prompt by analyzing the player's input behavior, character state, and the game environment. When the system detects that the player is not in combat, is not performing full-screen interface operations, and the character is in a safe area, the system determines that the push notification trigger condition is met and immediately displays the message prompt in a preset area; conversely, if the system detects that the player is in an intense combat state, performing a fast-reaction operation requiring high concentration, or is in a cutscene, the push notification is temporarily suspended until the condition is met, thereby maximizing the protection of the player's smooth gaming experience.

[0082] Furthermore, in an optional implementation, the push notification triggering condition can be a hierarchical triggering mechanism based on message content priority. The system sets different priority levels for different types of message prompts and adopts differentiated triggering strategies according to priority. For messages marked as urgent or high priority (such as limited-time flash sales, emergency team member shortages, friends urgently requesting help, etc.), the system immediately triggers the push condition without waiting for other conditions to be met, and directly displays the message prompt in a prominent manner in a preset area; for messages of normal priority, the system can adopt a cumulative triggering mode, that is, it will be displayed uniformly when a certain number is accumulated or after a specific time; for low priority messages, it may silently update the count in a preset area, waiting for players to actively view them, thereby realizing refined management of information hierarchy.

[0083] The preset area can be a dedicated area within the graphical user interface (GUI) for displaying and displaying message prompts. It typically serves as a visual entry point for players to centrally view successful match notifications, allowing them to quickly locate and process key information.

[0084] Specifically, in one optional implementation, the preset area can be a floating notification window located at the edge of the graphical user interface. This area uses a semi-transparent, layered design, floating above the main game screen, but occupying a small amount of screen space. It is usually located in one of the four corners of the screen to avoid obstructing the core game view. When the push trigger condition is met, the system dynamically generates a message notification card, which slides smoothly into the floating window area with a smooth animation and stays there for a preset duration, or until the player interacts with it. This area supports a variety of gesture operations; players can tap to expand details, swipe to quickly ignore, long press to mark important information, or drag to adjust its position to a more convenient area.

[0085] Furthermore, in an optional implementation, the preset area can be an embedded sidebar deeply integrated into the chat interface. This area, as a fixed component of the chat interface, is typically located on the right or left side of the chat message list. Furthermore, in an optional implementation, the preset area can be a resizable top notification bar or bottom status bar. This area normally displays message counts or status icons in a compact format, occupying minimal screen space. When push notification trigger conditions are met or a player's intention to view is detected, it automatically expands downwards or upwards to form a wider information display panel, showing detailed message prompts. This area supports manual expansion and collapse, allowing players to flexibly adjust its display state according to current screen space requirements. The system can also dynamically adjust the panel height based on the number of messages, automatically increasing the display area when there are many messages and maintaining a compact layout when there are few messages.

[0086] continue Figure 3 The specific application example shown illustrates that when the system receives a real-time transaction message containing the keyword "Duhan Iron," and determines through semantic matching that the message matches the player's purchase request ("Duhan Iron" is a rare material), it generates a message prompt containing material details, seller information, and quick operation buttons. At this point, the system detects that the player is currently in a safe zone of the main city and has not performed any other full-screen operations, meeting the preset push trigger conditions. Therefore, it immediately displays the transaction message in a semi-transparent floating prompt panel 401 in the lower left corner of the graphical user interface. Figure 4 As shown. After seeing the prompt, players can directly click the "Private Chat with Seller" button 402 on the floating panel (401). The system will automatically open a private chat window with the seller. Players can quickly initiate trade negotiations without having to manually browse through a large number of historical transaction records. The whole process is smooth and natural, greatly improving the efficiency of information acquisition and social interaction.

[0087] An embodiment of the application provides an information processing method that creates an information monitoring task for at least one chat session, including: Create multiple information monitoring tasks for multiple chat sessions; Keep multiple information monitoring tasks active to continuously monitor real-time messages across multiple chat sessions.

[0088] Specifically, players can create independent information monitoring tasks for different chat sessions at the same time and keep these tasks running simultaneously, thereby achieving parallel monitoring of multiple chat sessions.

[0089] Multiple chat sessions can be a collection of different communication channels or private chat windows that a player is currently participating in or following. They typically serve to provide players with diverse channels for obtaining information.

[0090] In an optional implementation, multiple information monitoring tasks can be configured with different matching rules and triggering conditions. For example, a task for the team channel can be set to monitor messages containing a specific instance name, while a task for the trading channel can be set to monitor the price range of a specific item, thus achieving precise information capture.

[0091] Secondly, in an optional implementation, multiple information monitoring tasks can have different priorities and activation periods. For example, a player can set task A to monitor activity information in the world channel during the day, and task B to monitor dungeon recruitment in the team channel at night, automatically adjusting the monitoring focus according to the game time.

[0092] In one embodiment of the application, an information processing method includes displaying message prompts in a preset area of ​​a graphical user interface, comprising: Display a notification pop-up in the graphical user interface; the notification pop-up is configured to display message notification information. In response to the command to close the notification pop-up, the notification message is displayed in the corresponding chat window.

[0093] Specifically, when the system determines that the real-time message and information monitoring task are successfully matched and generates a message prompt, it does not immediately force a jump to the chat interface, but instead floats above the current game interface in the form of a floating window, allowing players to perceive the arrival of important messages while maintaining their current operation state.

[0094] In this context, a notification pop-up can be a lightweight interactive container that floats on top of the graphical user interface. It typically serves to asynchronously present message prompts and provide a quick entry point for interaction without interrupting the player's current gameplay.

[0095] In an alternative implementation, the notification pop-up can be configured as a semi-transparent card-style component, floating in the corner of the main game window, displaying a message summary and the sender's avatar. For example, when a player is engaged in a dungeon battle, a semi-transparent pop-up slides into the lower left corner of the screen, displaying a message from a player in the world chat asking to buy rare equipment, allowing the player to know about the message without interrupting the battle.

[0096] In an alternative implementation, the notification pop-up can be designed as a draggable floating ball, initially a collapsed icon that expands to display a message list. For example, while a player is exploring a map, a draggable assistant icon appears at the edge of the screen; clicking it expands it into a pop-up list displaying multiple successfully matched team invitations. Players can view these invitations with one hand without affecting character movement.

[0097] Specifically, when players need to view message details or reply, they can trigger a close command to switch the floating notification to the corresponding chat window, achieving a smooth transition from asynchronous reminders to synchronous dialogue.

[0098] The close command can be a user interaction trigger signal applied to the notification pop-up. It typically terminates the pop-up's display and redirects the interface back to the original chat context. The close command can be generated by triggering the close button in the notification pop-up, and the notification will be displayed in the corresponding chat window.

[0099] One embodiment of the application provides an information processing method that further includes: In response to a command to view details of the notification pop-up, control the display of a detailed message window; wherein the detailed message window is configured to display details of the message notification information.

[0100] The "View Details" command is an interactive command triggered by a message notification displayed in a pop-up window, requesting the system to display the detailed content of that message notification. It typically allows players to progress from a brief pop-up display to a more detailed information view, achieving a hierarchical information display. For example, the "View Details" command can be triggered by clicking on a specific area of ​​the pop-up window, or by performing a predefined gesture operation on the pop-up window.

[0101] The detailed message window can be a visual display container for carrying detailed message prompts, serving as an extension of the notification pop-up window. It typically provides players with a richer information display space than the notification pop-up window, supports the centralized presentation of multi-dimensional information, and reduces the number of interface jumps.

[0102] The details of the message prompt can be a complete set of information, including the full message text, contextual information, and relevant metadata, compared to the brief content displayed in the pop-up window. This typically satisfies players' need for complete information, enabling them to make accurate interactive decisions based on detailed information, such as whether to join a team or initiate a trade.

[0103] Furthermore, the details of the message notification can include the complete text content of the real-time message, the chat session identifier corresponding to the message, the sender's avatar and nickname, the message sending timestamp, and quick action entries generated based on the message. For example, when the message notification involves team recruitment, its details can include the complete text of the recruitment text, the team leader's role information, the current team size configuration, the name and difficulty level of the target challenge dungeon, and a one-click apply-to-join interactive button, allowing players to make a decision on whether to apply to join based on sufficient information.

[0104] Furthermore, the details of the message notification can include contextual information related to the message in the original chat session, historical behavior statistics of the sender, and structured data tags parsed from the message content. For example, when the message notification involves item trading, its details, in addition to the trading text, can also display a market reference price trend chart for the item, the seller's historical trading success rate, and rating tags from other players for the seller, helping players comprehensively assess the risks and value of the transaction.

[0105] One embodiment of the application provides an information processing method that further includes: The detailed message window displays directory information, which is categorized by chat session. In response to a selection command for a target chat session in the directory information, control the display content of the detailed message window to be positioned to the real-time message of the successful match corresponding to the target chat session.

[0106] The method provided in this embodiment enables players to quickly locate matching messages for specific chat sessions through directory information, improving information retrieval efficiency during multi-channel monitoring, optimizing the in-game information interaction experience, and solving the technical problems of scattered information and difficulty in quickly locating target sessions in traditional chat interfaces.

[0107] The directory information can be a structured list of conversation indexes presented in the detailed message window. It typically helps users quickly navigate and locate target messages between different chat sessions.

[0108] Specifically, when a user selects a specific target chat session in the directory information, the system receives the corresponding selection instruction and controls the view focus of the detailed message window to jump to the matching message position associated with the target session, thereby achieving precise positioning and display.

[0109] The target chat session can be a specific chat session entry selected by the user in the directory information. It usually serves as a navigation endpoint, allowing users to quickly jump to the message content area corresponding to that session.

[0110] like Figure 5 As shown in an exemplary application of this embodiment, while a player is performing a main quest, the system monitors matching messages from multiple chat sessions in the background. The player clicks on a pop-up notification to open a detailed message window 501. The right side of the detailed message window 501 displays directory information 502 categorized by "World Channel," "Party Channel," and "Trade Channel," with a list of specific sessions under each category. The player selects the target chat session corresponding to the "World Channel," and the system's monitoring results 502 are immediately displayed in the center of the interface. The monitoring results 502 show three real-time messages from the World Channel session regarding successful matching for "seeking a DPS class." The player can click on each message to learn more about the details. This process allows the player to view the complete recruitment conditions and application methods without manually browsing the history.

[0111] One embodiment of the application provides an information processing method that further includes: The control records interactive behavior data for historical message prompts; wherein the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior.

[0112] Update the triggering conditions based on interaction behavior data.

[0113] The method provided in this embodiment enables the system to adaptively adjust the triggering criteria for message push based on the user's past feedback behavior to message prompts, thereby improving the interactive experience while reducing server computing load and enhancing game richness by reducing invalid message pushes.

[0114] The historical message notification information can be a collection of notification records generated and displayed to the user by the system in past monitoring cycles based on the monitoring tasks set by the user. In an optional implementation, the historical message notification information can be all notification records generated within the last seven days.

[0115] Interactive behavior data refers to a collection of user feedback records continuously collected and structured by the system during game operation, reflecting user actions in response to various message prompts. This data typically plays a crucial role in revealing, through quantitative analysis, the user's true level of attention to specific information content, their willingness to participate, and behavioral patterns, providing reliable data support and decision-making basis for optimizing subsequent personalized push strategies.

[0116] Click behavior refers to the specific actions a game player takes in response to displayed message prompts within the graphical user interface. It typically plays a crucial role in indicating that the user has initial interest in the information and a desire to access more detailed content, serving as a fundamental indicator of information appeal and user attention.

[0117] Reply behavior refers to a user's communication action in response to message prompts, demonstrating a clear intention to provide feedback. It typically plays a crucial role in indicating a user's desire to establish a direct communication channel with the message sender or to express a specific transaction or negotiation intention, and is an important indicator for measuring the commercial value and social connection potential of information.

[0118] Participation behavior refers to the actual actions a user takes based on message prompts, such as joining a specific in-game activity, team, or transaction. It typically represents a crucial role shift, indicating a user's transformation from a passive information receiver to an active participant, and is considered a key indicator of the information's ultimate value and conversion rate.

[0119] Specifically, by intelligently analyzing users' accumulated historical interaction patterns and behavioral characteristics, the system dynamically adjusts the execution parameters and judgment criteria of information monitoring tasks, making the generation, filtering, and display of message prompts more in line with users' personalized needs and real-time status, thereby achieving continuous self-optimization of the information push strategy.

[0120] The triggering conditions can be defined as a set of rules and threshold parameters that determine whether the system needs to generate and display specific message prompts to the user. These typically play a crucial filtering and decision-making role, filtering out irrelevant noise and ensuring that key information reaches the target user at the appropriate time, directly impacting the sensitivity and accuracy of information monitoring.

[0121] An information processing method provided in one embodiment of this application further includes: The system controls and records interactive behavior data related to historical message prompts; the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior. Determine player preference information based on interaction behavior data; Control the generation of candidate monitoring tasks that match player preference information; In response to confirmation instructions for candidate monitoring tasks, adjust the information monitoring tasks.

[0122] The method provided in this embodiment addresses the technical problems of insufficient personalization and cumbersome manual settings in current information monitoring task configurations. By recording player interaction data with historical message prompts to determine player preference information, and generating candidate monitoring tasks for player confirmation, it can significantly improve the intelligence level and personalized interactive experience of game information monitoring, and reduce the cognitive burden and operational costs for players configuring monitoring tasks.

[0123] Among them, player preference information can be structured feature data used to characterize players' inclination towards specific types of real-time messages or game activity content. This feature data is constructed by deeply mining, frequency statistics and pattern recognition of players' interactive behavior with various message prompts within a historical time window. These data processing processes cover the analysis of the frequency and duration of click behavior, the semantic analysis of the content of reply behavior and the subsequent conversion tracking of participation behavior, ultimately reflecting players' potential needs and inclinations in game social interaction, virtual economy or team collaboration.

[0124] Specifically, based on the determined player preference information, the system automatically constructs a monitoring task configuration scheme that matches the player's interests and generates candidate monitoring tasks for player confirmation. These tasks are pre-configured with monitoring targets, matching rules, and push strategies that match the player's preferences.

[0125] In one optional implementation, the candidate monitoring task can be a purchase monitoring task automatically generated for specific equipment types preferred by players. This task is based on the high-interest equipment categories indicated in the player's preference information, automatically sets the monitoring channel to the transaction channel, uses keyword combinations containing equipment level, quality, or specific attribute descriptions as the matching rule, and employs an instant floating window notification strategy. For example, if the system detects that a player's preference information includes a high level of interest in legendary weapons, and historical behavior shows a preference for items within a certain price range, it automatically generates a candidate monitoring task named "Legendary Weapon Purchase Monitoring," with the monitoring scope being the transaction channel, matching rules containing keywords related to "legendary" and weapon type, and prices matching historical preferences, and configures its priority as high.

[0126] Furthermore, after generating candidate monitoring tasks, the system waits for players to review and confirm the displayed candidate monitoring tasks. When the system receives an instruction from a player to explicitly agree to execute the monitoring task, it converts the candidate monitoring task into an active information monitoring task, or adjusts the configuration of an existing information monitoring task according to the parameters of the candidate task.

[0127] Specifically, the system can match the candidate monitoring task selected by the player with the existing monitoring tasks in the system. If there is a monitoring task in the system that is similar to the candidate monitoring task selected by the player, the system can pop up a window to let the user choose whether to replace the existing similar monitoring task in the system with the currently selected candidate monitoring task.

[0128] The confirmation command can be an operation command for the user to verify and agree to execute the candidate monitoring task generated by the system. This command clearly expresses the player's willingness to accept all or part of the configuration parameters of the current candidate monitoring task and formally incorporate it into the information monitoring system.

[0129] In an alternative implementation, the confirmation command may be a direct confirmation operation for a single candidate monitoring task. After viewing the details of the candidate tasks, the player can confirm the single task that meets the requirements to immediately activate the task.

[0130] In one embodiment of the application, an information processing method includes a message prompt message: Summary information after summarizing the real-time messages that were successfully matched.

[0131] Specifically, when the information monitoring task continuously monitors chat sessions in the background and obtains real-time messages, if semantic matching determines that the message meets the monitoring conditions, the system does not directly push the full text of the original message as a prompt to the graphical user interface. Instead, it first performs deep semantic analysis and content extraction on the original message text, identifies and extracts key entities, core actions, state attributes and related elements in the message, deletes redundant decorative descriptions and irrelevant contextual noise, generates a highly refined summary information that retains the core semantics, and then presents it to the player in an asynchronous push manner.

[0132] First, in an optional implementation, the summary information can be a summary of key elements extracted after independent semantic parsing of a single real-time message, highlighting the message's core demands and key attributes.

[0133] Secondly, in an optional implementation, the summary information can be a comprehensive summary generated by aggregating and summarizing multiple relevant real-time messages that were successfully matched within a preset time window, integrating information from multiple sources with similar themes or related events. For example, when the monitoring task matches three different player messages about "selling rare equipment" in the trading channel within ten minutes, the generated summary information is presented as "[Trading] Found 3 rare equipment for sale (including weapons and armor), click to view list", giving the player a global information overview.

[0134] In an alternative implementation, the summary information can be a standardized description generated by using a pre-made template to structure and populate a specific type of message, converting free text into a standardized prompt containing fixed fields.

[0135] In one embodiment of this application, a method for information processing is provided. Displaying the message prompt information in a preset area of ​​the graphical user interface includes: the displayed message prompt information further includes an interaction identifier, which is used to locate at least one of the following in the chat session: a real-time message, an application to join a team, a chat session, or a transaction.

[0136] Specifically, when the system displays message prompts in a preset area of ​​the graphical user interface, these prompts not only include the real-time message content of a successful match or its summary, but also integrate interactive icons that allow players to perform further actions. These interactive icons serve as function entry points, allowing players to directly trigger at least one of the following actions by locating the original chat session, applying to join a relevant team, initiating a private chat with the message sender, or initiating a transaction-related action, thereby achieving a seamless transition from information acquisition to interactive participation.

[0137] Among them, the function of locating the corresponding real-time message in the chat session can be a precise interface navigation mechanism based on the message's unique identifier, timestamp, and channel context, which is used to accurately locate the specific position of the target message in a complex chat information stream containing a large number of historical messages and real-time updates.

[0138] In an optional implementation, the function of locating the corresponding real-time message in the chat session can be achieved by integrating a "jump to original text" option into the interaction identifier. When the player triggers this option, the system automatically closes or minimizes the current message notification pop-up window, switches to the corresponding chat channel interface, and centers the target message in the visible area by highlighting, flashing, or automatically scrolling to locate it.

[0139] In an alternative implementation, a team joining request can be initiated by parsing the team recruitment code or a specific identifier in the message. When a player clicks the interaction icon, the system automatically extracts the team ID or recruiter information and sends a team joining request to the game server or executes a quick team formation protocol, without requiring the player to manually enter the team number or search for the recruiter.

[0140] The chat function is an instant messaging mechanism based on sender identification, character information extraction, and private chat channels, supporting the transmission of text, voice, or preset quick messages. It typically provides players with a private channel for in-depth one-on-one communication with the sender, facilitating inquiries about details, negotiations, confirmation of transactions, or the establishment of long-term social relationships, while avoiding information interference caused by discussing private matters in public channels.

[0141] The transaction initiation mechanism can be a transaction interface redirection or transaction request generation mechanism triggered by the identification of virtual item identifiers and price information in the item monitoring and matching results, covering various transaction forms such as in-game currency transactions, item exchanges, or service commissions.

[0142] In one optional implementation, initiating a trade can be achieved by directly redirecting to the in-game trade interface or auction house interface. When a player clicks the interaction icon, the system automatically searches for the corresponding item listed by the seller, or sends a trade request to the seller and pops up a trade window, pre-filling the information of both parties and the item slots. For example, after the system recognizes the item link in the message, it directly opens the trade interface for that item.

[0143] refer to Figure 6 As shown, this disclosure provides an information processing apparatus, comprising: Module 601 is used to create an information monitoring task for at least one chat session in the chat interface in response to a monitoring task creation instruction. The acquisition module 602 is used to control the information monitoring task to be in an active state so as to continuously acquire real-time messages of at least one chat session; wherein, the information monitoring task is used to monitor at least one chat session. The matching module 603 is used to determine the matching result between the real-time message and the information monitoring task in response to the acquisition of the real-time message; The generation module 604 is used to generate a message prompt message corresponding to the real-time message when the matching result indicates that the match is successful.

[0144] The information processing apparatus provided in this disclosure creates an information monitoring task for a chat session in response to a monitoring task creation instruction and keeps it in an active state to continuously acquire real-time messages. This enables players to establish a continuous information monitoring mechanism for a specific chat session, allowing them to obtain key information through subsequent matching and prompts without having to constantly manually scan the chat interface. This reduces the mental burden on players and improves the interactive experience.

[0145] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0146] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0147] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the following method steps: In response to a monitoring task creation command, an information monitoring task is created for at least one chat session in the chat interface; the information monitoring task is kept active to continuously acquire real-time messages from at least one chat session; wherein the information monitoring task is used to monitor at least one chat session; in response to acquiring real-time messages, the matching result between the real-time messages and the information monitoring task is determined; if the matching result indicates a successful match, a message prompt message corresponding to the real-time message is generated.

[0148] Optionally, the monitoring task creation instruction is generated based on the input chat information, which is natural language information; determining the matching result between the real-time message and the information monitoring task includes: determining the matching result between the real-time message and the information monitoring task based on semantic matching rules.

[0149] Optionally, the method further includes: generating a monitoring task creation instruction in response to an input chat message containing a target trigger identifier.

[0150] Optionally, the matching result between the real-time message and the information monitoring task is determined according to the semantic matching rules, including: performing semantic parsing on the real-time message to obtain semantic features; wherein, semantic parsing includes contextual semantic understanding; and comparing the semantic features with the monitoring semantic features corresponding to the information monitoring task to determine the matching result.

[0151] Optionally, the method further includes: displaying a message notification in a preset area of ​​the graphical user interface in response to the fulfillment of the push trigger condition.

[0152] Optionally, creating an information monitoring task for at least one chat session includes: creating multiple information monitoring tasks for multiple chat sessions; controlling the information monitoring tasks to be active includes: controlling multiple information monitoring tasks to remain active to continuously monitor real-time messages of multiple chat sessions.

[0153] Optionally, displaying message notification information in a preset area of ​​the graphical user interface includes: displaying a notification floating window in the graphical user interface; wherein the notification floating window is configured to display message notification information; and in response to a closing command for the notification floating window, displaying the message notification information in the corresponding chat window.

[0154] Optionally, the method further includes: in response to a request to view details of the notification pop-up, controlling the display of a detailed message window; wherein the detailed message window is configured to display details of the notification information.

[0155] Optionally, the method further includes: displaying directory information in a detailed message window; wherein the directory information is categorized by chat sessions; and in response to a selection instruction for a target chat session in the directory information, controlling the display content of the detailed message window to be positioned to the real-time message of a successful match corresponding to the target chat session.

[0156] Optionally, the method further includes: controlling the recording of interaction behavior data for historical message prompts; wherein the interaction behavior data includes at least one of click behavior, reply behavior, and participation behavior; and updating the triggering conditions based on the interaction behavior data.

[0157] Optionally, the method further includes: controlling the recording of interactive behavior data for historical message prompts; wherein the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior; determining player preference information based on the interactive behavior data; controlling the generation of candidate monitoring tasks that match the player preference information; and adjusting the information monitoring tasks in response to a confirmation instruction for the candidate monitoring tasks.

[0158] Optionally, the message prompt information is a summary of the real-time messages that were successfully matched.

[0159] Optionally, the displayed message prompts may also include an interaction identifier, which is used to locate at least one of the following in the chat session: a real-time message, a request to join a team, a chat session, or a transaction.

[0160] Implementing the above method steps using a computer program has the following technical effects: By determining the matching results of real-time messages and information monitoring tasks and generating message prompts when a match is successful, intelligent filtering and precise push of massive amounts of real-time messages are achieved, enabling players to obtain key dynamics across channels in a timely manner. This not only enhances the richness of social collaboration in the game, but also reduces the consumption of ineffective computing resources on the client side and optimizes network transmission load by centrally processing the matching logic on the server side.

[0161] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.

[0162] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.

[0163] Computer program code can be written in one or more programming languages. Examples of programming languages ​​include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).

[0164] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure.

[0165] Exemplary embodiments of this disclosure also provide an electronic device, which may be the first client 110, the second client 120, or the server 130 described above. The electronic device includes a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure, including: In response to a monitoring task creation command, an information monitoring task is created for at least one chat session in the chat interface; the information monitoring task is kept active to continuously acquire real-time messages from at least one chat session; wherein the information monitoring task is used to monitor at least one chat session; in response to acquiring real-time messages, the matching result between the real-time messages and the information monitoring task is determined; if the matching result indicates a successful match, a message prompt message corresponding to the real-time message is generated.

[0166] Optionally, the monitoring task creation instruction is generated based on the input chat information, which is natural language information; determining the matching result between the real-time message and the information monitoring task includes: determining the matching result between the real-time message and the information monitoring task based on semantic matching rules.

[0167] Optionally, the method further includes: generating a monitoring task creation instruction in response to an input chat message containing a target trigger identifier.

[0168] Optionally, the matching result between the real-time message and the information monitoring task is determined according to the semantic matching rules, including: performing semantic parsing on the real-time message to obtain semantic features; wherein, semantic parsing includes contextual semantic understanding; and comparing the semantic features with the monitoring semantic features corresponding to the information monitoring task to determine the matching result.

[0169] Optionally, the method further includes: displaying a message notification in a preset area of ​​the graphical user interface in response to the fulfillment of the push trigger condition.

[0170] Optionally, creating an information monitoring task for at least one chat session includes: creating multiple information monitoring tasks for multiple chat sessions; controlling the information monitoring tasks to be active includes: controlling multiple information monitoring tasks to remain active to continuously monitor real-time messages of multiple chat sessions.

[0171] Optionally, displaying message notification information in a preset area of ​​the graphical user interface includes: displaying a notification floating window in the graphical user interface; wherein the notification floating window is configured to display message notification information; and in response to a closing command for the notification floating window, displaying the message notification information in the corresponding chat window.

[0172] Optionally, the method further includes: in response to a request to view details of the notification pop-up, controlling the display of a detailed message window; wherein the detailed message window is configured to display details of the notification information.

[0173] Optionally, the method further includes: displaying directory information in a detailed message window; wherein the directory information is categorized by chat sessions; and in response to a selection instruction for a target chat session in the directory information, controlling the display content of the detailed message window to be positioned to the real-time message of a successful match corresponding to the target chat session.

[0174] Optionally, the method further includes: controlling the recording of interaction behavior data for historical message prompts; wherein the interaction behavior data includes at least one of click behavior, reply behavior, and participation behavior; and updating the triggering conditions based on the interaction behavior data.

[0175] Optionally, the method further includes: controlling the recording of interactive behavior data for historical message prompts; wherein the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior; determining player preference information based on the interactive behavior data; controlling the generation of candidate monitoring tasks that match the player preference information; and adjusting the information monitoring tasks in response to a confirmation instruction for the candidate monitoring tasks.

[0176] Optionally, the message prompt information is a summary of the real-time messages that were successfully matched.

[0177] Optionally, the displayed message prompts may also include an interaction identifier, which is used to locate at least one of the following in the chat session: a real-time message, a request to join a team, a chat session, or a transaction.

[0178] The following is for reference. Figure 7 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 7 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0179] like Figure 7 As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, and a network adapter 1150.

[0180] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.

[0181] The processor 1110 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).

[0182] The processor 1110 can be used to execute executable instructions stored in the memory 1120 to perform method steps of various embodiments of the present disclosure.

[0183] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.

[0184] Electronic device 1100 can communicate with one or more external devices 1200 (such as keyboard, mouse, external controller, etc.) through I / O interface 1140.

[0185] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.

[0186] In one embodiment, the electronic device 1100 further includes a display for displaying a graphical user interface.

[0187] although Figure 7 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 1100, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0188] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.

[0189] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.

Claims

1. An information processing method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including a chat interface; the method comprises: In response to a monitoring task creation instruction, an information monitoring task is created for at least one chat session in the chat interface; The information monitoring task is kept active to continuously acquire real-time messages from the at least one chat session; wherein the information monitoring task is used to monitor the at least one chat session. In response to obtaining the real-time message, determine the matching result between the real-time message and the information monitoring task; If the matching result indicates a successful match, a message prompt message corresponding to the real-time message is generated.

2. The method according to claim 1, characterized in that, The monitoring task creation instruction is generated based on the input chat information, which is natural language information; Determining the matching result between the real-time message and the information monitoring task includes: Based on semantic matching rules, the matching result between the real-time message and the information monitoring task is determined.

3. The method according to claim 2, characterized in that, The method further includes: In response to the input chat message containing a target trigger identifier, the monitoring task creation instruction is generated.

4. The method according to claim 2, characterized in that, Determining the matching result between the real-time message and the information monitoring task based on semantic matching rules includes: The real-time message is semantically parsed to obtain semantic features; wherein, the semantic parsing includes contextual semantic understanding; The semantic features are compared with the monitoring semantic features corresponding to the information monitoring task to determine the matching result.

5. The method according to claim 1, characterized in that, The method further includes: In response to the fulfillment of the push notification triggering conditions, the message prompt information is displayed in a preset area of ​​the graphical user interface.

6. The method according to claim 1, characterized in that, The creation of an information monitoring task targeting at least one chat session includes: Create multiple information monitoring tasks for multiple chat sessions; The control of the information monitoring task being in an active state includes: The multiple information monitoring tasks are kept active to continuously monitor the real-time messages of the multiple chat sessions.

7. The method according to claim 5, characterized in that, Displaying the message prompt information in a preset area of ​​the graphical user interface includes: A notification pop-up window is displayed in the graphical user interface; wherein the notification pop-up window is configured to display the message notification information; In response to the command to close the notification pop-up, the notification message is displayed in the chat window corresponding to the notification message.

8. The method according to claim 7, characterized in that, The method further includes: In response to a command to view details of the notification pop-up window, a detailed message window is controlled to be displayed; wherein the detailed message window is configured to display details of the notification information.

9. The method according to claim 8, characterized in that, The method further includes: The detailed message window displays directory information; wherein, the directory information is categorized by chat session. In response to a selection instruction for a target chat session in the directory information, the display content of the detailed message window is positioned to the real-time message of a successful match corresponding to the target chat session.

10. The method according to claim 5, characterized in that, The method further includes: The system controls and records interactive behavior data related to historical message prompts; wherein the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior. The triggering conditions are updated based on the interaction behavior data.

11. The method according to claim 1, characterized in that, The method further includes: The system controls and records interactive behavior data related to historical message prompts; wherein the interactive behavior data includes at least one of click behavior, reply behavior, and participation behavior. Player preference information is determined based on the interaction behavior data; Control the generation of candidate monitoring tasks that match the player's preference information; In response to the confirmation instruction for the candidate monitoring task, the information monitoring task is adjusted.

12. The method according to claim 1, characterized in that, The message prompt information is a summary of the real-time messages that were successfully matched.

13. The method according to claim 5, characterized in that, The displayed message prompts also include an interaction identifier, which is used to locate at least one of the following in the chat session: real-time message, request to join a team, start a chat, or initiate a transaction.

14. An information processing apparatus, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface including a chat interface; the device includes: A creation module is used to create an information monitoring task for at least one chat session in the chat interface in response to a monitoring task creation instruction; The acquisition module is used to control the information monitoring task to be in an active state so as to continuously acquire real-time messages of the at least one chat session; wherein, the information monitoring task is used to monitor the at least one chat session; A matching module is used to determine the matching result between the real-time message and the information monitoring task in response to obtaining the real-time message; The generation module is used to generate message prompt information corresponding to the real-time message when the matching result indicates a successful match.

15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 13.