An information processing method, program product, and electronic device for a game

CN122998724APending Publication Date: 2026-10-30GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202510571555.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

即使部分游戏允许在执行阶段主动释放技能,但这些技能多为预设好的固定套路,缺乏灵活性和策略深度,进一步影响了游戏的趣味性和玩家的投入度

Benefits of technology

[0004]本公开提供一种游戏的信息处理方法、程序产品与电子设备,以至少部分地解决相关技术中存在的上述问题。

✦ Generated by Eureka AI based on patent content.

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Abstract

The information processing method of a game provided by the present disclosure provides a graphical user interface through a terminal, and the graphical user interface displays at least part of a game scene and a controlled virtual object in the game scene; the method comprises the following steps: in response to a game entering instruction execution stage, detecting a controlled virtual object meeting a triggering condition in a visual observation area of the graphical user interface; in response to detecting the controlled virtual object meeting the triggering condition, displaying a target interactive control at an associated position of the controlled virtual object; in response to a triggering operation on the target interactive control, displaying a plurality of strategy options on the graphical user interface; and in response to a selection operation on the strategy options, executing a battlefield adjustment instruction corresponding to the selected strategy. In this way, the interactive efficiency of strategy control is improved, the player can adjust the strategy in real time in the execution stage, and the interactivity and the degree of involvement are increased.
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Description

Technical Field

[0001] The embodiments of this disclosure relate to the field of computer technology, and more specifically, the embodiments of this disclosure relate to an information processing method, program product, and electronic device in a game. Background Technology

[0002] This section is intended to provide background or context for the embodiments of this disclosure as set forth in the claims. The description herein is not intended to be a prior art simply because it is included in this section.

[0003] In some turn-based strategy games, players issue commands to their forces each turn, such as city construction and army deployment, and then observe the effects of these commands. However, this game mode typically requires a long execution time, during which players can only passively observe, lacking opportunities for real-time interaction and adjustment. In existing game solutions, players often watch battles for extended periods without any real-time action, easily leading to boredom and reducing their interest and engagement in continuously watching the battles. Even if some games allow players to actively release skills during the execution phase, these skills are mostly pre-set fixed routines, lacking flexibility and strategic depth, further impacting the game's fun and player engagement. Even if some games allow time-limited interactive events during gameplay, these events are random, and players can only rely on probability, further reducing the game's interactivity and engagement. Summary of the Invention

[0004] This disclosure provides a method for processing game information, a program product, and an electronic device to at least partially solve the aforementioned problems existing in the related art.

[0005] According to a first aspect of this disclosure, a method for processing game information is provided, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene and controlled virtual objects located within the game scene. The method includes: in response to the game entering an instruction execution phase, detecting controlled virtual objects within the visible observation area of ​​the GUI that meet trigger conditions; in response to detecting controlled virtual objects that meet trigger conditions, displaying a target interactive control at an associated location of the controlled virtual object; in response to a trigger operation on the target interactive control, displaying a GUI containing multiple strategy options; and in response to a selection operation on the strategy options, executing a battlefield adjustment instruction corresponding to the selected strategy.

[0006] According to a second aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and its possible implementations.

[0007] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.

[0008] In at least one embodiment of this disclosure, a game information processing method provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene and controlled virtual objects located within the game scene. The method includes: in response to the game entering an instruction execution phase, detecting controlled virtual objects within the visible observation area of ​​the GUI that meet trigger conditions; in response to detecting controlled virtual objects that meet trigger conditions, displaying a target interactive control at an associated location of the controlled virtual object; in response to a trigger operation on the target interactive control, displaying multiple strategy options on the GUI; and in response to a selection operation on the strategy options, executing a battlefield adjustment instruction corresponding to the selected strategy. This improves the interactive efficiency of strategy control, allowing players to adjust strategies in real time during the execution phase, increasing interactivity and engagement.

[0009] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0010] The above and other objects, features, and advantages of this disclosure will become readily apparent from the following detailed description of exemplary embodiments, taken in conjunction with the accompanying drawings. Several embodiments of this disclosure are illustrated in the drawings by way of example and not limitation, in which:

[0011] Figure 1 A schematic diagram of a system architecture according to an embodiment of the present disclosure is shown.

[0012] Figure 2 A flowchart illustrating an information processing method for a game according to an embodiment of this disclosure is shown schematically.

[0013] Figure 3 schematically illustrates a game interface diagram in an embodiment of this disclosure.

[0014] Figure 4 The schematic diagram illustrates the structure of an electronic device provided in an embodiment of the present disclosure.

[0015] In the accompanying drawings, the same or corresponding reference numerals indicate the same or corresponding parts. Detailed Implementation

[0016] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0017] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0018] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0019] 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. Implementations can be carried out 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.

[0020] Figure 1A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0021] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and 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 the game, the user 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 the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0022] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.

[0023] According to one embodiment of this disclosure, a method for processing information of a game map is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0024] According to one embodiment of this disclosure, a game information processing method is provided, such as... Figure 2 As shown, the method may include the following steps:

[0025] Step S1: In response to the game entering the command execution phase, detect controlled virtual objects within the visible observation area of ​​the graphical user interface that meet the trigger conditions;

[0026] Step S2: In response to detecting a controlled virtual object that meets the triggering condition, display the target interactive control at the associated location of the controlled virtual object;

[0027] Step S3: In response to a trigger operation on the target interactive control, display multiple strategy options in the graphical user interface;

[0028] Step S4: In response to the selection operation for the strategy option, execute the battlefield adjustment command corresponding to the selected strategy.

[0029] The method provided in this embodiment allows players to adjust their strategies in real time by providing interactive events during the execution phase, thereby improving the interactive efficiency of strategy control.

[0030] Optionally, the graphical user interface (GUI) provided by the terminal serves as the primary window for player interaction with the game. The GUI is a visual interface that displays game content and provides user interaction. It typically includes elements such as game scenes, characters, and UI controls. The GUI can be interacted with through clicks, swipes, long presses, and / or other actions. For example, by clicking, players can select a character, manipulate controls, or trigger specific functions on the GUI.

[0031] Optionally, the game entering the command execution phase refers to the stage in turn-based games where, after the player completes the planning phase, the game proceeds to the actual execution of commands. In turn-based strategy games, game time is typically divided into a planning phase and an execution phase. The planning phase is where players think and plan strategies, while the execution phase is where the previously planned commands are implemented. The game entering the command execution phase can be triggered by clicking, swiping, long-pressing, and / or other actions. For example, by clicking, the player clicks the "Execute" button on the game interface, and the game switches from the planning phase to the command execution phase. Optionally, the command execution phase refers to the state where friendly units (e.g., the player's controlled virtual character) automatically execute commands based on previously received user control commands.

[0032] Optionally, the game entering the command execution phase refers to the process of transitioning from the strategy planning state to the strategy execution state. This transition is usually triggered automatically by the system according to the game rules, or by the player. For example, in some turn-based strategy games, after the player completes all the strategy planning for the current turn, the system will automatically switch to the execution phase, displaying the effects of all planned commands.

[0033] Optionally, the game can be accompanied by specific visual and audio cues when it enters the command execution phase. For example, when the game transitions from the planning phase to the execution phase, the interface may display a "Executing" status indicator and play specific transitional sound effects to remind players that the game is currently in the execution phase and that they need to pay close attention to changes on the battlefield.

[0034] Optionally, the visible viewing area refers to the area of ​​the game scene that the player can currently observe in the game. The visible viewing area refers to the portion of the game scene that is actually visible in the graphical user interface, and is typically affected by factors such as screen size, camera angle, and position. The visible viewing area can be adjusted through clicks, swipes, long presses, and / or other actions. For example, by swiping, the player can move the screen view; by zooming, the player can change the range of the visible viewing area.

[0035] Optionally, a controlled virtual object that meets the triggering conditions is a game character or unit that meets preset conditions and can trigger interactive events. A controlled virtual object that meets the triggering conditions refers to a controllable character or unit in the game that meets specific state or environmental conditions, which qualify it to trigger special interactive events.

[0036] Optionally, the triggering conditions can be based on the state attributes of the controlled virtual object itself. These states may include health points, action status (such as attacking or retreating), troop strength, and location. For example, a unit may be identified as meeting the triggering conditions when its strength is below a certain threshold, or when a unit is in retreat and being pursued by the enemy.

[0037] Optionally, trigger conditions can be evaluated by combining multiple factors. The system may consider multiple dimensions such as the object's own state, environmental conditions, and game progress, and use a complex judgment logic to determine whether the trigger conditions are met. For example, a unit will only be considered to meet the trigger conditions if it simultaneously meets the conditions of "retreating", "being pursued by the enemy and having a larger force than ours" and "the current turn number is greater than a specific value".

[0038] Optionally, the associated position is the display location that has a spatial relationship with the controlled virtual object. The associated position refers to a location in the graphical user interface that has a clear spatial relationship with the controlled virtual object, allowing players to intuitively identify which virtual object the interactive control is associated with. For example, the associated position could be directly above the controlled virtual object. Displaying the interactive control directly above or above the virtual object allows players to immediately recognize the relationship between the two.

[0039] Optionally, the target interactive control is an interactive button displayed by the system at the associated location of a qualified virtual object. This button can be a non-time-limited control or a time-limited control. A time-limited control requires the player to click the button within a specified time; otherwise, the control will automatically disappear. For example... Figures 3a-3b As shown, when a controlled virtual object 301 that meets the trigger conditions is detected, a target interaction control 303 is displayed on the interface. When the player clicks the target interaction control 303, the system displays strategy options 305 for the player to choose from. There can be one or more strategy options. Each strategy option corresponds to a strategy control command. The player can select a target strategy option to control the controlled virtual object during the command execution phase. These strategy options can include increasing the attribute values ​​of the virtual object, decreasing the attribute values ​​of enemy virtual objects, or changing the battlefield environment. The strategy option selected by the player will directly affect the battlefield situation, such as increasing or decreasing the attribute values ​​of the virtual object or changing the battlefield environment.

[0040] Optionally, strategy options are multiple choices displayed by the system after the target interactive control is triggered. These options typically include different strategies, such as increasing the attribute values ​​of virtual objects, decreasing the attribute values ​​of enemy virtual objects, or changing the battlefield environment. In this way, players can adjust their strategies in real time during the execution phase, increasing the game's interactivity and strategic depth.

[0041] Optionally, strategy options are typically dynamically generated based on the current game context and the state of the controlled virtual objects. The system may analyze various factors such as the current battlefield situation and object states to provide the most relevant strategy choices. For example, when a force is detected being besieged by multiple enemy forces, the system may provide relevant strategy options such as "breakout" or "hold out"; while for an attacking force with an advantage, it may provide different options such as "fierce attack" or "divide and conquer".

[0042] In one specific application, when a player clicks the red warning icon that appears above the retreating troops, a strategy options panel immediately pops up in the center of the game screen. This panel displays two options: "Abandon supplies to save the wagons: Discard a large amount of supplies to increase the troop's marching speed" and "Divide forces to lure the enemy: Lose some personal guards, and prevent one pursuing enemy unit from moving for 2 turns." These options clearly describe the possible tactical choices and their effects, requiring the player to make a choice based on the current battle situation and their own strategic considerations. The appearance of these options transforms the originally passive retreat process into a strategic phase requiring active player participation in decision-making.

[0043] Optionally, battlefield adjustment commands are system commands that affect the state of the game battlefield based on the selected strategy. Battlefield adjustment commands refer to the specific set of instructions generated and executed by the system to change the state of the game world based on the player's selected strategy options. Battlefield adjustment commands can be triggered by clicking, swiping, long-pressing, and / or other actions. For example, by clicking, after the player selects a specific strategy option, the system automatically generates and executes the corresponding battlefield adjustment command.

[0044] Optionally, battlefield adjustment commands corresponding to the selected strategy are executed during the command execution phase of the game. This means that even during the execution phase, when units have already begun acting according to predetermined commands, players still have the opportunity to influence the battle by choosing strategy options. This design breaks away from the passive observation mode of the execution phase in traditional turn-based strategy games, allowing players to participate more actively in the battle and improving the interactive efficiency of strategy control.

[0045] Optionally, battlefield adjustment commands can directly affect the attributes and states of controlled virtual objects. These adjustments may include changing numerical attributes such as a unit's attack power, defense, speed, and morale. For example, selecting the "Boost Morale" option will execute a command to increase the morale value of a specified unit, directly improving that unit's combat capability.

[0046] Optionally, battlefield adjustment commands can affect the game environment and enemy units. These adjustments may include changing terrain effects, weather conditions, enemy status, etc. For example, selecting the "Disrupt Enemy Morale" option will execute commands to lower the morale or strength of enemy troops, weakening their combat effectiveness.

[0047] Optionally, in addition to strategic options such as increasing or decreasing the attribute values ​​of virtual objects and changing the battlefield environment, other types of strategic options can be added, such as changing the skill combinations of virtual objects and adjusting their marching routes. These strategic options can further improve the interactive efficiency of strategic control. For example, changing the skill combinations of virtual objects allows players to choose the most suitable skill combinations based on the current combat environment, while adjusting the marching routes of virtual objects allows players to avoid enemy ambushes or find more advantageous terrain. Through these expanded strategic options, players can adjust their strategies more flexibly during the execution phase, increasing the game's interactivity and strategic depth.

[0048] In an optional implementation, the triggering condition is related to the current state of the controlled virtual object and its combat environment. By associating the triggering condition with the current state of the controlled virtual object and its combat environment, the timing of interactive events can be determined more accurately, thereby enhancing the game's strategic depth and interactivity.

[0049] Optionally, the triggering conditions are related to the current state of the controlled virtual object and its combat environment. Specifically, the triggering conditions may include, but are not limited to, the current state of the controlled virtual object (such as attack state, retreat state, threatened state, etc.) and its combat environment (such as the number of surrounding enemy troops, terrain features, weather conditions, and other environmental factors). For example, when the number of enemies around our troops exceeds a certain value, or when the troops advance to a special terrain area, a corresponding interactive event may be triggered.

[0050] Optionally, the triggering conditions are related to the current state of the controlled virtual object and its combat environment, and can be further refined into multiple specific judgment conditions. For example, the current state of the controlled virtual object may include its attributes such as health, attack power, and defense, while the combat environment may include the number of surrounding enemies, the enemy's attack range, and terrain features. By comprehensively considering these factors, it is possible to more accurately determine when to trigger an interactive event, thereby improving the interactive efficiency of strategy control. For example, when the controlled virtual object's health is below a certain threshold and there are multiple enemies around, an emergency evacuation or counterattack interactive event can be triggered, enabling players to make crucial decisions at critical moments.

[0051] Optionally, the triggering conditions are related to the current state of the controlled virtual object and its combat environment, and can be dynamically adjusted in conjunction with random events in the game. For example, the game can set some random events, such as weather changes and enemy reinforcements, which can affect the criteria for determining the triggering conditions. When the weather changes to heavy rain, the probability of triggering interactive events related to the defensive state can be increased; when enemy reinforcements arrive, the probability of triggering interactive events related to the retreat state can be increased. In this way, the uncertainty and challenge of the game can be increased, requiring players to make different decisions in each round based on the current combat environment and random events, thereby improving the interactive efficiency of strategic control.

[0052] In an optional implementation, the triggering condition includes at least one of the following: the controlled virtual object is in an attack state; the controlled virtual object is in a retreat state; or the controlled virtual object is in a threatened state. Thus, by defining multiple triggering conditions, different combat scenarios can be addressed more flexibly, improving the interactive efficiency of strategy control.

[0053] Optionally, the trigger conditions are defined based on the specific state of the controlled virtual object in the game and its combat environment. For example, when a controlled virtual object is in an attack state, it means that the unit is attacking an enemy unit. When a controlled virtual object is in a retreat state, it means that the unit is retreating, possibly because it is being pursued by the enemy. When a controlled virtual object is in a threatened state, it means that there are enemy units in the area where the unit is located, and it may face the risk of being attacked. These trigger condition definitions allow the game system to promptly pop up corresponding interactive events according to different combat situations, thereby increasing player engagement and the diversity of decision-making.

[0054] Optionally, the diversity of trigger conditions can increase the game's uncertainty and challenge. For example, when a controlled virtual object is in an attack state, players can choose to increase the attributes of their own units or decrease the attributes of enemy units, thereby influencing the course of the battle. When a controlled virtual object is in a retreat state, players can choose to increase marching speed by discarding resources or to stop the movement of enemy units by sacrificing some troops, thus achieving a retreat. When a controlled virtual object is in a threatened state, players can choose to adjust the battlefield environment, such as changing the weather, to affect the outcome of the battle. These diverse choices give players more strategic options during the execution phase, improving the interactive efficiency of strategic control.

[0055] Optionally, the trigger conditions can be adjusted based on the game's difficulty and the player's skill level. For example, for beginner players, simpler trigger conditions can be set, such as the event being triggered simply by the presence of a target when the controlled virtual object is in an attack state. For advanced players, more complex trigger conditions can be set, such as requiring multiple conditions to be met simultaneously when the controlled virtual object is in an attack state, such as the target's attributes and the surrounding environment. In this way, players of different skill levels can find a suitable challenge in the game, increasing its playability and replayability.

[0056] Optionally, the definition of trigger conditions can also be combined with other game mechanics, such as the skill system and equipment system. For example, when a controlled virtual object is in an attack state, the system can check whether the unit is equipped with a specific weapon or skill, thus deciding whether to trigger the corresponding interaction event. When a controlled virtual object is in a retreat state, the system can check whether the unit possesses a specific retreat skill, thus deciding whether to trigger the corresponding interaction event. When a controlled virtual object is in a threatened state, the system can check whether the unit possesses a specific defensive skill, thus deciding whether to trigger the corresponding interaction event. The combination of these mechanisms makes the trigger conditions richer and more diverse, improving the game's strategic depth and interactivity.

[0057] In an optional implementation, when the controlled virtual object is in an attack state, the strategy options include object state adjustment options; when the controlled virtual object is in a retreat state, the strategy options include tactical decision-making options; and when the controlled virtual object is in a threatened state, the strategy options include battlefield environment intervention options. In this way, triggering different strategy options based on different states enhances the game's strategic depth and interactivity, giving players more room for maneuver during the execution phase and improving the gaming experience.

[0058] Optionally, when the controlled virtual object is in an attack state, the policy options may include object state adjustment options. For example... Figure 3b As shown, when a player's troops are attacking, two options are available: "Boost Morale" and "Disrupt Enemy Morale." Choosing "Boost Morale" increases the player's own morale, while choosing "Disrupt Enemy Morale" decreases the enemy's morale. These options allow players to adjust their strategies in real-time based on the battlefield situation, increasing the unpredictability and interest of the battle. Furthermore, the immediate effects of these options can instantly influence the course of the battle, allowing players to feel the direct impact of their decisions on the outcome.

[0059] Optionally, when the controlled virtual object is in a retreat state, the strategy options can include tactical decision-making options. For example, when the player's troops are retreating and being pursued by enemy forces, two options can be provided: "Abandon supplies to save the wagons" and "Divide forces to lure the enemy." Choosing "Abandon supplies to save the wagons" will discard a large amount of food to increase the troop's marching speed, while choosing "Divide forces to lure the enemy" will result in the loss of some personal guards and prevent one pursuing enemy troop from moving for 2 turns. These options allow players to make optimal choices based on the actual situation during the retreat, increasing the strategic nature and success rate of the retreat. Through these options, players can better deal with enemy pursuit and improve the success rate of the retreat.

[0060] Optionally, when a controlled virtual object is under threat, strategy options may include battlefield environment intervention options. For example, when an enemy virtual object exists within a preset range of the player's unit's location, two options may be provided: "Adjust Favorable Weather" and "Adjust Unfavorable Weather." Selecting "Adjust Favorable Weather" changes the weather in the area to favor the player's forces, while selecting "Adjust Unfavorable Weather" changes the weather to disadvantage the enemy. These options allow players to influence the course of battle by altering the battlefield environment when threatened, increasing the variability and strategic depth of combat. Through these options, players can better respond to enemy threats and improve their chances of victory.

[0061] In optional implementations, the attack state includes: the controlled virtual object has an attack target; the retreat state includes: the controlled virtual object is retreating and being pursued; and the threatened state includes: an enemy virtual object exists within a preset range of the area where the controlled virtual object is located. In this way, by specifically defining the triggering conditions for different states, it is possible to more accurately determine when to pop up interactive events, thereby enhancing the game's strategic depth and interactivity.

[0062] Optionally, an attack state refers to a controlled virtual object currently performing an attack operation and having locked onto a specific target. This state is determined by detecting the controlled virtual object's current commands and target object. For example, when a player commands a unit to attack an enemy unit, that unit enters an attack state. A retreat state refers to a controlled virtual object executing a retreat command and encountering enemy pursuit during the retreat. This state is determined by detecting the controlled virtual object's current commands and the positions of surrounding enemy units. For example, when a player commands a unit to retreat, and that unit is pursued by enemy units during the retreat, that unit enters a retreat state. A threatened state refers to the presence of enemy virtual objects within the controlled virtual object's area, and these enemy virtual objects pose a potential threat to the controlled virtual object. This state is determined by detecting the number and position of enemy units around the controlled virtual object. For example, when a player's unit detects enemy units in an area, that unit enters a threatened state. These specific trigger conditions ensure that interactive events pop up at crucial moments, enhancing the game's tension and strategic depth.

[0063] Optionally, the triggering conditions for the attack state are not limited to the controlled virtual object having an attack target; other factors can also be included, such as the controlled virtual object's current health and attack power. For example, when the controlled virtual object's health is below a certain threshold, even if there is an attack target, the interaction event may not be triggered to avoid unnecessary actions in unfavorable situations. The triggering conditions for the retreat state are not limited to the controlled virtual object retreating and being pursued; they can also include the complexity of the retreat path and the number of pursuing enemy forces. For example, when the retreat path is very complex and the number of pursuing enemy forces is large, the interaction event can be triggered first to help players better cope with threats during the retreat. The triggering conditions for the threatened state are not limited to the presence of enemy virtual objects within a preset range of the controlled virtual object's location; they can also include the enemy virtual object's attack power and speed. For example, when the enemy virtual object has very high attack power and very high speed, the interaction event can be triggered first to help players better cope with threats. Through these multi-dimensional triggering conditions, the battle situation can be more comprehensively evaluated, enhancing the game's strategic depth and interactivity.

[0064] Optionally, the trigger conditions for an attack state can be implemented using built-in algorithms in the game engine. For example, it can determine whether to enter an attack state by detecting the current commands of the controlled virtual object and the position of the target object. The trigger conditions for a retreat state can be implemented using path planning algorithms in the game engine. For example, it can determine whether to enter a retreat state by detecting the current commands of the controlled virtual object and the positions of surrounding enemy units. The trigger conditions for a threatened state can be implemented using area detection algorithms in the game engine. For example, it can determine whether to enter a threatened state by detecting the number and positions of enemy units around the controlled virtual object. These algorithms can be calculated and updated in real time, ensuring that interactive events pop up at crucial moments, enhancing the tension and strategy of the game. Furthermore, these algorithms can be combined with the player's historical operation data and further optimized through machine learning and other technologies to improve the determination of trigger conditions, enhancing the game's intelligence level.

[0065] Optionally, the trigger conditions for the attack state can be further optimized by incorporating environmental factors such as weather and terrain in the game. For example, in environments with low visibility, such as rain or fog, the target of a controlled virtual object may be more difficult to lock onto; therefore, the threshold for the trigger condition can be appropriately lowered to increase the probability of interactive events. The trigger conditions for the retreat state can be further optimized by incorporating terrain factors in the game. For example, in complex terrain such as mountains or forests, retreat routes may be more complex; therefore, the threshold for the trigger condition can be appropriately raised to increase the probability of interactive events. The trigger conditions for the threatened state can be further optimized by incorporating environmental factors such as weather and terrain in the game. For example, in sunny weather or open terrain, the threat of enemy virtual objects may be more apparent; therefore, the threshold for the trigger condition can be appropriately raised to increase the probability of interactive events. By combining these environmental factors, the battlefield environment can be simulated more realistically, enhancing the game's immersion and strategic depth.

[0066] In optional implementations, object state adjustment options include: a first option to increase the attributes of the controlled virtual object and a second option to decrease the attributes of the enemy virtual object; tactical decision options include: a third option to increase marching speed by discarding resources and a fourth option to prevent the enemy virtual object from moving by sacrificing some troops; battlefield environment intervention options include: a fifth option to adjust the climate environment to benefit the controlled virtual object and a sixth option to adjust the climate environment to harm the enemy virtual object. Thus, by providing multiple strategy options, players can choose the most suitable strategy in different situations, thereby improving the interactive efficiency of strategy control.

[0067] Optionally, the object state adjustment options include a first option to increase the attributes of controlled virtual objects and a second option to decrease the attributes of enemy virtual objects. Specifically, when a controlled virtual object is in an attack state, the player can choose to increase the attributes of their own units, such as increasing attack power, defense, or morale, to enhance their performance in battle. Simultaneously, the player can choose to decrease the attributes of enemy units, such as decreasing their attack power, defense, or morale, thereby weakening the enemy's combat power. This design allows players to flexibly adjust the state of their units during battle to cope with different combat situations, thus increasing the game's strategic depth and enjoyment.

[0068] Optional tactical decision-making options include a third option—increasing march speed by discarding resources—and a fourth option—stopping enemy virtual objects from moving by sacrificing some troops. Specifically, when a controlled virtual object is in retreat, the player can choose to discard resources to increase march speed, such as food or equipment, to quickly escape enemy pursuit. Additionally, the player can choose to sacrifice some troops to stop enemy virtual objects from moving, such as sacrificing some personal guards to immobilize enemy units for a period of time, thus buying more time for retreat. This design allows players to make multiple tactical decisions during retreats to cope with different situations, increasing the game's strategic depth and enjoyment.

[0069] Optional battlefield environment intervention options include a fifth option that adjusts the climate environment to favor controlled virtual objects and a sixth option that adjusts the climate environment to disadvantage enemy virtual objects. Specifically, when a controlled virtual object is under threat, players can choose to adjust the climate environment, such as changing weather conditions, to influence the course of the battle. For example, players can choose to change the weather to sunny to increase the movement speed and vision range of their own units, or choose to change the weather to rain to reduce the movement speed and vision range of enemy units. This design allows players to influence the course of the battle by changing the battlefield environment, thereby increasing the game's strategic depth and enjoyment.

[0070] In an optional implementation, the step of detecting controlled virtual objects that meet the triggering conditions within the visible observation area of ​​the graphical user interface includes: acquiring the range of the visible observation area of ​​the graphical user interface; dynamically calculating the three-dimensional spatial detection range corresponding to the visible observation area based on camera parameters; and filtering controlled virtual objects that meet the triggering conditions within the three-dimensional spatial detection range. In this way, through dynamic calculation and filtering, it can be ensured that the detected controlled virtual objects meet the triggering conditions, improving the real-time performance and interactivity of the game.

[0071] Optionally, obtaining the visible observation area of ​​the graphical user interface refers to determining the range of the game scene that the player can currently see, based on the camera's viewpoint and position. This range can be a rectangular area or a more complex polygonal area, depending on the camera's viewpoint and lens parameters. Determining the visible observation area is fundamental to subsequent detection, ensuring that only controlled virtual objects within the visible range are detected, thus improving detection efficiency and accuracy.

[0072] Optionally, dynamically calculating the 3D spatial detection range corresponding to the visible observation area based on camera parameters refers to calculating a detection range in 3D space based on parameters such as the camera's height and rotation angle. This detection range is a 3D stereoscopic region that can be updated in real time as the camera moves and rotates. Through dynamic calculation, it can be ensured that the detection range always remains consistent with the player's perspective, thereby more accurately detecting controlled virtual objects that meet the trigger conditions.

[0073] Optionally, filtering controlled virtual objects that meet the triggering conditions within the three-dimensional spatial detection range means filtering all controlled virtual objects within the calculated three-dimensional spatial detection range to determine whether they meet the triggering conditions. This filtering ensures that only controlled virtual objects that meet the triggering conditions are further processed, improving the game's strategic depth and interactivity.

[0074] Optionally, the visible viewing area of ​​the graphical user interface can be obtained through various methods. For example, the view frustum of the camera can be used to determine the visible range. The view frustum is a cone-shaped region in three-dimensional space, with its apex located at the camera position and its base located at the far clipping plane. By calculating the intersection of the view frustum and the game scene, the visible viewing area can be determined. Alternatively, raycasting can be used, emitting rays from the camera position in all directions and detecting the intersections of the rays with the game scene to determine the visible viewing area. These methods can be flexibly selected to adapt to different game scenarios and requirements.

[0075] Optionally, the 3D spatial detection range corresponding to the visible observation area can be dynamically calculated based on camera parameters, taking into account various factors. For example, the camera height affects the longitudinal coverage distance of the detection range, and the horizontal rotation angle of the camera affects the orientation of the detection range. In addition, the camera's tilt angle also affects the shape and size of the detection range. By comprehensively considering these factors, the 3D spatial detection range can be calculated more accurately, ensuring that the detected controlled virtual objects meet the triggering conditions.

[0076] In an optional implementation, determining the 3D spatial detection range includes: dynamically adjusting the longitudinal coverage distance of the detection range based on the camera height parameter; and updating the orientation of the detection range in real time based on the camera's horizontal rotation angle. This dynamic adjustment ensures that the detection range always covers the area of ​​interest to the player, improving detection accuracy and real-time performance, regardless of the viewing angle or height.

[0077] Optionally, the camera height parameter refers to the camera's vertical height within the game scene. When the camera is higher, the player's field of view is wider, requiring an increased vertical coverage distance of the detection range to ensure the detection of more distant controlled virtual objects. Conversely, when the camera is lower, the player's field of view is narrower, allowing for a reduction in the vertical coverage distance of the detection range to minimize unnecessary computational overhead. This approach ensures that the detection range always matches the player's viewpoint, improving detection accuracy and efficiency.

[0078] Optionally, the camera's horizontal rotation angle refers to the angle of rotation of the camera in the horizontal direction. When the camera rotates horizontally, the player's field of view changes, so the orientation of the detection range needs to be updated in real time to ensure that the detection range always covers the area the player is currently focusing on. For example, when the camera rotates to the left, the orientation of the detection range will also adjust to the left to ensure that controlled virtual objects on the player's left can be detected. In this way, the detection range can be kept consistent with the player's field of view, improving the real-time performance and accuracy of the detection.

[0079] Optionally, dynamically adjusting the longitudinal coverage distance of the detection range and updating its directional orientation in real time can be done in conjunction with other camera parameters. For example, parameters such as the camera's tilt angle and zoom level can also affect the size and direction of the detection range. By comprehensively considering these parameters, the detection range settings can be further optimized, improving detection accuracy and real-time performance. Furthermore, the detection range parameters can be dynamically adjusted based on the complexity of the game scene and player behavior patterns to adapt to different game environments and player needs.

[0080] In an optional implementation, the target interactive control is a time-limited interactive control. Displaying the target interactive control includes: generating a floating control around the model of the controlled virtual object; synchronously starting a countdown progress display component; the method further includes: closing the target interactive control in response to no trigger operation being detected when the countdown ends. Thus, by designing a time-limited interactive control, player engagement and tension during the execution phase can be increased, improving the interactive efficiency of strategy control.

[0081] Optionally, the time-limited design of the target interactive controls ensures that players make decisions within a limited time, thereby increasing the tension and challenge of the game. Generating floating controls around the model of the controlled virtual object provides a clear indication to the player that the unit has an actionable interactive event, allowing the player to quickly identify and respond. A synchronized countdown progress display component not only clearly informs the player of the remaining time but also enhances the sense of urgency through visual effects. When no triggered action is detected when the countdown ends, the target interactive controls are deactivated, preventing the game from stalling due to prolonged player inactivity and maintaining game smoothness.

[0082] Optionally, the design of time-limited interactive controls not only increases player engagement but also enhances the game's strategic depth. Players need to quickly assess the battlefield situation within a limited time and choose the most appropriate strategic option, requiring high reaction speed and decision-making ability. At the same time, the time limit design can prevent players from lingering on a single interactive event for too long, ensuring a tight game pace and improving the overall gaming experience.

[0083] Optionally, the floating control can be generated using various visual effects. For example, it could be a button with a highlighted border or an icon with animated effects. These visual effects can attract the player's attention and ensure they don't miss important interactive events. The countdown progress display component can be a gradually decreasing progress bar or a numerical countdown; these designs can intuitively display the remaining time, helping players better manage their time.

[0084] Optionally, if no trigger action is detected when the countdown ends, the target interactive control can be disabled to prevent the game from stalling. If the player does not make a decision within the time limit, the interactive control automatically disappears, and the game continues, maintaining the game's continuity and smoothness. At the same time, this design can also encourage players to pay more attention to the battlefield situation in subsequent games, improving their reaction speed and decision-making abilities.

[0085] In an optional implementation, the method further includes: when multiple controlled virtual objects simultaneously meet the triggering conditions, determining the event triggering order according to a preset priority rule. This preset priority rule ensures that when multiple controlled virtual objects simultaneously meet the triggering conditions, events with higher strategic value are processed first, enhancing the game's strategic depth and player immersion.

[0086] Optionally, when multiple controlled virtual objects simultaneously meet the triggering conditions, the system needs to determine which events should be triggered first. Preset priority rules can be set based on various factors, such as the strategic value weight of the controlled virtual object, its distance from the camera's center, and its remaining survival value. These factors help the system more rationally select events to prioritize, thereby enhancing the game's strategic depth and player immersion. For example, if a controlled virtual object has a high strategic value weight, the system will prioritize its events to ensure players can respond promptly to critical situations. Furthermore, the distance from the camera's center is also an important consideration, as players typically focus more on events in the center of their field of vision; prioritizing these events can enhance player engagement.

[0087] In an optional implementation, when multiple controlled virtual objects simultaneously meet the triggering conditions, the event triggering order is determined according to a preset priority rule. In this way, by reasonably setting the priority rule, it can be ensured that when multiple units simultaneously meet the triggering conditions, units with higher strategic value, closer to the center of the camera, or with higher remaining survival value are processed first, thereby enhancing the game's strategic depth and player immersion.

[0088] Optionally, priority rules can be set based on the strategic value weight of controlled virtual objects. Strategic value weight can take into account factors such as unit type, level, and current state; for example, high-ranking generals or important buildings typically have higher strategic value. This ensures that when multiple units simultaneously meet the trigger conditions, units with higher strategic value are processed first, thereby enhancing the game's strategic depth and player immersion.

[0089] Optionally, priority rules can be set based on the distance between the controlled virtual object and the center of the camera lens. A smaller distance indicates that the unit is closer to the player's line of sight, and the player typically pays more attention to these units. This ensures that when multiple units simultaneously meet the trigger conditions, the units the player is more focused on are processed first, thereby enhancing game interactivity and player engagement.

[0090] Optionally, priority rules can be set based on the remaining survival value of the controlled virtual object. The lower the remaining survival value, the more critical the unit's survival status, requiring the player to take immediate action. This ensures that when multiple units simultaneously meet the trigger conditions, the unit with the more critical survival status is dealt with first, thereby increasing the tension and urgency of the game for the player.

[0091] Optionally, priority rules can be set by comprehensively considering multiple factors mentioned above. For example, a comprehensive scoring formula can be set to calculate a comprehensive score for each unit by weighting strategic value, distance value, and remaining survival value. Then, the order of event triggering can be determined based on the comprehensive score. In this way, various factors can be considered more comprehensively, ensuring that the units that require the most attention are dealt with first, thereby improving the game's strategic depth and player satisfaction.

[0092] In an optional implementation, the controlled virtual object is a player's own game unit; if no player's own game unit is present in the visible observation area after the camera moves, the display of the target interactive control is not triggered. This restricts the display conditions of the target interactive control, ensuring that player actions within the observation area are more reasonable and efficient, thus improving the gaming experience.

[0093] Optionally, the controlled virtual object can be a friendly game unit. This means that during gameplay, the system will focus specifically on the player-controlled unit, rather than enemy or other neutral units. This design ensures that players can concentrate more on their own forces, allowing for better strategic adjustments and maneuvers. When the camera moves, if there are no friendly game units within the visible area, the system will not trigger the display of target interaction controls. This mechanism avoids unnecessary interaction interference when there are no friendly units present (e.g., when the player is exploring the game map), maintaining game smoothness and player focus. In this way, the system can more intelligently determine when to display interaction controls, improving player immersion and the overall gameplay experience.

[0094] In an optional implementation, executing battlefield adjustment commands corresponding to the selected strategy includes controlling the controlled object to execute the battlefield adjustment commands corresponding to the selected strategy. In this way, by instantly executing the player's chosen strategy, the battlefield situation can be rapidly altered, enhancing player engagement and strategic depth, and improving the gaming experience.

[0095] Optionally, the controlled object can be controlled to execute battlefield adjustment commands corresponding to the selected strategy, specifically including adjusting the state of the controlled virtual object. For example, when the player selects "Boost Morale," the system increases the morale value of the controlled virtual object, improving its combat power; when the player selects "Disrupt Enemy Morale," the system decreases the morale value of the enemy virtual object, weakening its combat power. These adjustments can be numerical changes or state changes, such as increasing or decreasing specific attribute values ​​or altering the behavior patterns of virtual objects. Through these real-time adjustments, players can respond more flexibly to battlefield changes, enhancing the strategic depth of the game.

[0096] In an optional implementation, battlefield adjustment commands have an immediate impact on the battle situation during the current command execution phase. This real-time impact on the battle situation improves the efficiency of strategic control, allowing players to adjust their strategies in real time during the execution phase, thus increasing the game's interactivity and tension.

[0097] Optionally, the immediate impact of battlefield adjustment commands means that the strategy option selected by the player will immediately take effect on the battlefield during the current command execution phase, rather than taking effect in the next round or after a delay. For example, when a player selects the "Boost Morale" option, the morale of the controlled virtual objects will immediately increase by 30 points, thereby increasing their combat power in the current round. This design of immediate impact can enhance player engagement, allowing players to feel the direct impact of their decisions on the battle situation in each round, thus improving the interactive efficiency of strategy control.

[0098] Optionally, the implementation of real-time effects may include, but is not limited to, adjusting the attributes of virtual objects, changing the battlefield environment, and influencing the behavior of enemy virtual objects.

[0099] 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 methods described above.

[0100] In one embodiment, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but 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 implemented as a non-volatile storage medium storing the computer program, such as read-only memory, NAND flash memory, etc.

[0101] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.

[0102] 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).

[0103] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. 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 exemplary embodiments of this disclosure, such as: a game information processing method that provides a graphical user interface through a terminal, the graphical user interface displaying at least a portion of the game scene and controlled virtual objects located in the game scene; the method includes: in response to the game entering the instruction execution phase, detecting controlled virtual objects within the visible observation area of ​​the graphical user interface that meet trigger conditions; in response to detecting controlled virtual objects that meet trigger conditions, displaying a target interactive control at the associated location of the controlled virtual object; in response to a trigger operation on the target interactive control, displaying multiple strategy options in the graphical user interface; and in response to a selection operation on the strategy options, executing a battlefield adjustment instruction corresponding to the selected strategy.

[0104] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include 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. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0105] The following is for reference. Figure 4 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 4 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0106] like Figure 4 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.

[0107] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 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 624 may include the modules in the above-described device.

[0108] The processor 610 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).

[0109] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as the following method steps: a game information processing method, providing a graphical user interface through a terminal, the graphical user interface displaying at least a portion of the game scene and controlled virtual objects located in the game scene; the method includes: in response to the game entering the instruction execution phase, detecting controlled virtual objects within the visible observation area of ​​the graphical user interface that meet trigger conditions; in response to detecting controlled virtual objects that meet trigger conditions, displaying a target interactive control at the associated location of the controlled virtual object; in response to a trigger operation on the target interactive control, displaying multiple strategy options in the graphical user interface; in response to a selection operation on the strategy options, executing a battlefield adjustment instruction corresponding to the selected strategy.

[0110] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.

[0111] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.

[0112] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 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 650 can communicate with other modules of electronic device 600 via bus 630.

[0113] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.

[0114] although Figure 4 Other hardware and / or software modules may also be configured in the electronic device 600, 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.

[0115] 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 a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.

[0116] 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. A method for processing information in a game, characterized in that, The method includes providing a graphical user interface via a terminal, wherein the graphical user interface displays at least a portion of the game scene and controlled virtual objects located within the game scene; the method comprises: In response to the game entering the command execution phase, detect controlled virtual objects within the visible area of ​​the graphical user interface that meet the trigger conditions; In response to the detection of a controlled virtual object that meets the triggering conditions, a target interactive control is displayed at the associated location of the controlled virtual object; In response to a trigger operation on the target interactive control, a graphical user interface is displayed containing multiple strategy options; In response to the selection of the strategy option, execute the battlefield adjustment command corresponding to the selected strategy.

2. The method according to claim 1, characterized in that, The triggering conditions are related to the current state of the controlled virtual object and its combat environment.

3. The method according to claim 1, characterized in that, The triggering condition includes at least one of the following: The controlled virtual object is under attack. The controlled virtual object is in a retreat state; The controlled virtual object is in a threatened state.

4. The method according to claim 3, characterized in that, When the controlled virtual object is in an attack state, the policy options include object state adjustment options; When the controlled virtual object is in a retreat state, the strategy options include tactical decision-making options; When the controlled virtual object is under threat, the policy options include battlefield environment intervention options.

5. The method according to claim 3 or 4, characterized in that, The attack state includes: the controlled virtual object has an attack target; The retreat status includes: a controlled virtual object retreating and being pursued; The threatened state includes: the presence of an enemy virtual object within a preset range of the area where the controlled virtual object is located.

6. The method according to claim 4, characterized in that, The object state adjustment options include: a first option to increase the attributes of the controlled virtual object and a second option to decrease the attributes of the enemy virtual object; The tactical decision-making options include: the third option of increasing marching speed by discarding resources and the fourth option of preventing the movement of enemy virtual objects by sacrificing some troops; The battlefield environment intervention options include: a fifth option that adjusts output to a climate environment favorable to the controlled virtual object, and a sixth option that adjusts output to a climate environment unfavorable to the enemy virtual object.

7. The method according to claim 1, characterized in that, The step of detecting controlled virtual objects within the visible observation area of ​​the graphical user interface that meet the triggering conditions includes: Obtain the visible viewing area range of the graphical user interface; The three-dimensional spatial detection range corresponding to the visible observation area is dynamically calculated based on camera parameters. Within the three-dimensional spatial detection range, controlled virtual objects that meet the triggering conditions are selected.

8. The method according to claim 7, characterized in that, The determination of the three-dimensional spatial detection range includes: The longitudinal coverage distance of the detection range is dynamically adjusted based on the camera height parameter; The orientation of the detection range is updated in real time based on the horizontal rotation angle of the camera.

9. The method according to claim 1, characterized in that, The target interactive control is a time-limited interactive control, and the display target interactive control includes: A floating control is generated around the model of the controlled virtual object; Synchronously launch the countdown progress display component; The method further includes: If no trigger operation is detected when the countdown ends, the target interactive control is closed.

10. The method according to claim 1, characterized in that, Also includes: When multiple controlled virtual objects simultaneously meet the triggering conditions, the event triggering order is determined according to a preset priority rule.

11. The method according to claim 10, characterized in that, The priority rule is based on at least one of the following factors: the strategic value weight of the controlled virtual object, the distance value from the center of the camera lens, and the remaining survival value of the controlled virtual object.

12. The method according to claim 1, characterized in that, Execute battlefield adjustment commands corresponding to the selected strategy, including: Control the controlled object to execute battlefield adjustment commands corresponding to the selected strategy.

13. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 12.

14. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 12 by executing the executable instructions.