Method, apparatus, device and product for interface interaction
Patent Information
- Application Number
- CN202611347431.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-09-01
- Publication Date
- 2026-10-30
AI Technical Summary
[0007]通过以上方式,可以减少用户在游戏画面、修改说明和试玩结果之间反复定位对象或重新描述上下文的操作,从而提高人机交互的效率,并能够提高智能系统识别游戏调整目标及将调整应用至正确对象、区域和阶段的准确性。
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Figure CN123011114A_ABST
Abstract
Description
Technical Field
[0001] The examples in this article generally relate to the field of computer science, and in particular to methods, apparatuses, devices, and products for user interface interaction. Background Technology
[0002] With the development of artificial intelligence technology, application development based on natural language commands is gradually becoming a new development approach. In this approach, users can describe their development needs using natural language, and the intelligent system generates or modifies program code, interface content, and interaction logic. The system continuously supplements and adjusts the requirements based on the application's performance, iteratively creating web pages, games, or other interactive applications. How to achieve more efficient development and debugging has become a pressing issue that needs to be addressed. Summary of the Invention
[0003] In a first aspect, a method for interface interaction is provided. The method includes: presenting a first interactive scene; receiving a first operation, the first operation being used to adjust the first interactive scene; presenting first information, the first information describing the first operation; and presenting a second interactive scene, the second interactive scene being obtained by an intelligent system based on the first interactive scene and the first information.
[0004] In a second aspect, an apparatus for interface interaction is provided. The apparatus includes: a first presentation module configured to present a first interactive scene; a first receiving module configured to receive a first operation for adjusting the first interactive scene; a second presentation module configured to present first information describing the first operation; and a third presentation module configured to present a second interactive scene obtained by an intelligent system based on the first interactive scene and the first information.
[0005] In a third aspect, an electronic device is provided. The device includes at least one processor; and at least one memory coupled to the at least one processor and storing instructions for execution by the at least one processor. When executed by the at least one processor, the instructions cause the device to perform the method of the first aspect.
[0006] In a fourth aspect, a computer program product is provided, which is tangibly stored in a computer storage medium and includes computer-executable instructions that, when executed by a device, cause the device to perform the method of the first aspect.
[0007] By employing the above methods, users can reduce the need to repeatedly locate objects or re-describe contexts between game screens, modification instructions, and trial results, thereby improving the efficiency of human-computer interaction and enhancing the accuracy of intelligent systems in identifying game adjustment targets and applying adjustments to the correct objects, areas, and stages.
[0008] It should be understood that the content described in this section is not intended to limit the key or important features of the examples in this article, nor is it intended to restrict the scope of the solution. Other features will become readily apparent from the following description. Attached Figure Description
[0009] The above and other features, advantages, and aspects of the various examples herein will become more apparent when taken in conjunction with the accompanying drawings and the following detailed description. In the accompanying drawings, the same or similar reference numerals denote the same or similar elements, wherein: Figure 1 A schematic diagram of the example environment is shown; Figures 2A to 2J Example interfaces for some scenarios are shown; Figure 3 The flowcharts show example processes for debugging interactive scenarios in several situations; Figure 4 The flowcharts show example processes of interface interactions in some scenarios; Figure 5 Schematic block diagrams of example devices for interface interaction in some scenarios are shown; and Figure 6 A block diagram of an electronic device capable of implementing multiple illustrative scenarios is shown. Detailed Implementation
[0010] The examples in this document will now be described in more detail with reference to the accompanying drawings. While some examples are shown in the drawings, it should be understood that solutions can be implemented in various forms and should not be construed as limited to the examples presented herein. Rather, these examples are provided to provide a more thorough and complete understanding of the solutions. It should be understood that the drawings and examples in this document are for illustrative purposes only and are not intended to limit the scope of protection of the solutions.
[0011] It should be noted that the headings of any section / subsection provided herein are not restrictive. Various examples are described throughout this document, and examples of any type may be included under any section / subsection. Furthermore, examples described in any section / subsection may be combined in any way with any other examples described in the same section / subsection and / or different sections / subsections.
[0012] In the description of the examples in this document, the term "including" and similar terms should be understood as open inclusion, i.e., "including but not limited to". The term "based on" should be understood as "at least partially based on". The term "an example" or "the example" should be understood as "at least one example". The term "some examples" should be understood as "at least some examples". Other explicit and implicit definitions may also be included below. The terms "first", "second", etc., may refer to different or the same objects. Other explicit and implicit definitions may also be included below.
[0013] The examples in this document may involve user data, data acquisition, and / or use. All of these aspects comply with relevant laws, regulations, and rules. In the examples, all data collection, acquisition, processing, manipulation, forwarding, and use are conducted with the user's knowledge and confirmation. Accordingly, when implementing each example, the type, scope of use, and usage scenarios of any data or information that may be involved should be communicated to the user and their authorization obtained through appropriate means, in accordance with relevant laws and regulations. The specific methods of notification and / or authorization can vary depending on the actual situation and application scenario; the scope of the solution is not limited in this regard.
[0014] In this manual and the sample solutions, any processing of personal information will be conducted only under legal grounds (such as obtaining the consent of the data subject or being necessary for the performance of a contract) and will only be carried out within the scope stipulated or agreed upon. A user's refusal to process personal information beyond what is necessary for basic functions will not affect the user's use of basic functions.
[0015] In this paper, "interactive scene" refers to executable content and its visual running state that can respond to user input, device input, or program events, and change object attributes, object relationships, scene state, or output content according to preset or dynamically determined interaction rules. An interactive scene can be a game. As a game, an interactive scene includes not only a static image but also game objects, object attributes, scene space, interactive controls, collision or trigger rules, level or story state, scoring or resource state, and game logic executed in response to input. The first interactive scene can represent the game before adjustment or as the basis for adjustment and its current state; the second interactive scene can represent the adjusted game and its running state obtained by the intelligent system combining the first interactive scene and the first information describing the operation. The first and second interactive scenes can be the states of the same game in different versions, different snapshots, or different running stages, or they can be two executable scenes derived from the previous game content.
[0016] In this paper, "interactive interface" refers to an interface carrier used to present at least a portion of the states of an interactive scene and receive interactive operations related to those states. Interactive interface and interactive scene can correspond to different concepts: an interactive scene focuses on game content, game rules, and operational status, while an interactive interface focuses on how this content and status are displayed on an electronic device and the entry points for operation. Electronic devices can generate interactive interfaces based on scene data of the interactive scene and receive operations such as selection, dragging, scaling, input, playback, or stage switching through the interactive interface; corresponding operations are applied to the interactive scene via event mapping, and changes in the state of the interactive scene are then rendered as visual changes in the interactive interface. One interactive scene can correspond to multiple interactive interfaces, such as an editing interface, a trial interface, and interfaces for different stages; an interactive interface can also combine and present the screen, editing controls, and state information of the interactive scene.
[0017] In this article, a "stage" refers to a distinguishable state interval within an interactive scene's timeline, level progression, story progression, mission progression, configuration progression, or running state machine. Different stages can have different sets of objects, object attributes, scene rules, activation conditions, or interactive interfaces. The relationships between stages can include sequential relationships, branching relationships, merging relationships, dependency relationships, or jumpable relationships. The first stage can be any of the selected stages, rather than necessarily representing the earliest stage in chronological order.
[0018] In this article, the stages of an interactive scene refer to different content segments or progress states during the operation of the interactive scene. Stages of an interactive scene can represent different levels, different progress stages within the same level, different plot nodes, task nodes, event nodes, game waves, game rounds, or test checkpoints. Different stages can correspond to different scene content, object states, character states, game variables, interaction rules, or event triggering relationships. Electronic devices can determine the current stage based on the progress of the interactive scene, and can also switch the interactive scene to the state corresponding to the target stage in response to a selection operation, so as to start presenting, editing, or running the interactive scene from the corresponding level, progress, or plot node.
[0019] In this article, a "component" can be a region, panel, window, container, control group, or a functional unit formed by combining these elements in the interface. Scene components are used to present and adjust interactive scenes; conversation components are used to interact with the intelligent system and present information describing scene adjustment operations; feedback components are used to summarize and present scene images, operation locations, and operation descriptions. The first component can be used to display multiple materials corresponding to different objects, allowing users to select materials to replace the objects. Different components can be presented side-by-side, overlaid, or in a switchable window format on the same page.
[0020] In one context, an intelligent system is an information processing system. This intelligent system uses at least one or more models to process one or more inputs. The intelligent system may include the one or more models as components, or it may use models external to the system for processing. Those skilled in the art will recognize that there are various implementations of intelligent systems in the industry, including but not limited to agents, artificial intelligence (AI) assistants, AI workers, copilot systems, and chatbots. The inputs include data in one or more modalities. The modal data includes, but is not limited to, text, audio, images, video, application-specific data, or scientific computing data. The models include, but are not limited to, one or more combinations of the following: large-scale parametric models, deep learning models, neural network models, machine learning models, statistical models, rule-based models, or other models capable of processing the inputs. The specific implementation of the models can employ various existing or improved models. The intelligent system may involve one or more of the following operations: receiving single-round or multi-round input; recognizing and / or understanding the input; generating answers, decisions, or processing results using one or more models; invoking one or more external tools, interfaces, knowledge bases, or other systems to obtain information or perform operations; processing in a self-decision-making or human-machine collaborative manner, or transferring tasks to human or other systems for processing. Self-decision-making refers to execution without human intervention. Human-machine collaboration refers to partial human participation or confirmation. The above explanation of "intelligent system" is illustrative, and each description is an example, not necessarily necessary, and does not constitute an exhaustive list.
[0021] In this document, "operation type" refers to the classification of operations according to their effects or processing purposes. Operation types may include moving, scaling, adjusting display levels, replacing, removing, adding, commenting, adjusting regions, selecting stages, playing, or other types. "Object information" refers to information that describes or identifies the object to which the operation is targeted, and may include at least one of the following: object identifier, object name, object type, object location, object preview, or current object properties.
[0022] In this document, "media content" refers to images, animations, videos, audio, or combinations thereof that can be output by an electronic device. First media content may include scene images of a first interactive scene and identifiers used to indicate the location of the operation. "Scene images" refer to a visual representation of the interactive scene in a specific state, and may be screenshots, preview images, rendered images, or images generated based on scene data.
[0023] In this article, "element" refers to a perceptible unit in the interface used to represent or manipulate corresponding content. Elements can include nodes, buttons, icons, text, graphics, or other interface content. Multiple elements corresponding to different stages can be used to represent, select, or switch the corresponding stage. Elements and objects in the interactive scene are not necessarily the same: elements can be interface content used to control or represent the state of the interactive scene, while objects can be content presented or involved in the game logic within the interactive scene.
[0024] In this article, "object" refers to a content unit in an interactive scenario that can be presented, selected, adjusted, triggered, or participate in interactive logic. Objects can include text, images, graphics, animations, audio, video, characters, backgrounds, special effects, buttons, or other interactive controls. Objects can be visual objects that users can directly observe, or logical objects represented by visual content; an object can also be composed of multiple sub-objects, display attributes, and interactive logic.
[0025] As mentioned above, with the development of artificial intelligence technology, application development based on natural language commands is gradually becoming a new development approach. In this approach, users can describe their development needs using natural language, and the intelligent system generates or modifies program code, interface content, and interaction logic. The system continuously supplements and adjusts the requirements based on the application's performance, iteratively creating web pages, games, or other interactive applications. How to achieve more efficient development and debugging has become a pressing issue that needs to be addressed.
[0026] A user interface interaction scheme is proposed. The scheme includes: presenting a first interactive scene; receiving a first operation, the first operation being used to adjust the first interactive scene; presenting first information, the first information describing the first operation; and presenting a second interactive scene, the second interactive scene being obtained by the intelligent system based on the first interactive scene and the first information.
[0027] By employing the above methods, users can reduce the need to repeatedly locate objects or re-describe contexts between game screens, modification instructions, and trial results, thereby improving the efficiency of human-computer interaction and enhancing the accuracy of intelligent systems in identifying game adjustment targets and applying adjustments to the correct objects, areas, and stages.
[0028] The following describes various examples of this scheme in further detail with reference to the accompanying drawings.
[0029] Example Environment Figure 1 A schematic diagram of example environment 100 is shown. (e.g.) Figure 1 As shown, example environment 100 may include electronic device 110.
[0030] In this example environment 100, electronic device 110 can run an application 120 that supports user interface interaction. Application 120 can be any suitable type of application for user interface interaction, including but not limited to: applications for interacting with intelligent systems, programming applications, or other suitable applications. User 140 can interact with application 120 via electronic device 110 and / or its attached devices.
[0031] exist Figure 1 In environment 100, if application 120 is active, electronic device 110 can use application 120 to present interface 150 for supporting interface interaction.
[0032] In some cases, electronic device 110 communicates with server 130 to provide services to application 120. Electronic device 110 can be any type of mobile terminal, fixed terminal, or portable terminal, including mobile phones, desktop computers, laptop computers, notebook computers, netbook computers, tablet computers, media computers, multimedia tablets, handheld computers, portable gaming terminals, virtual reality (VR) / augmented reality (AR) devices, personal communication system (PCS) devices, personal navigation devices, personal digital assistants (PDAs), audio / video players, digital cameras / camcorders, positioning devices, television receivers, radio receivers, e-book devices, gaming devices, or any combination of the foregoing, including accessories and peripherals of these devices or any combination thereof. In some cases, electronic device 110 can also support any type of user-facing interface (such as "wearable" circuitry).
[0033] Server 130 can be a single physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks, and basic cloud computing services. Server 130 may include, for example, computing systems / servers such as mainframes, edge computing nodes, computing devices in a cloud environment, etc. Server 130 can provide backend services for applications 120 that support user interface interaction in electronic devices 110.
[0034] A communication connection can be established between server 130 and electronic device 110. This communication connection can be established via wired or wireless means. The communication connection can include, but is not limited to, Bluetooth, mobile network, Universal Serial Bus (USB), and Wireless Fidelity (WiFi) connections. In some cases, server 130 and electronic device 110 can exchange signaling information through their communication connection.
[0035] It should be understood that the structure and function of the various elements in environment 100 are described for illustrative purposes only and do not imply any limitation on the scope of the scheme.
[0036] The following description of the example will continue with reference to the accompanying drawings.
[0037] Example Interaction Figures 2A to 2J Example interfaces 200A to 200J are shown, illustrating interface interactions under various scenarios. Interfaces 200A to 200J can be... Figure 1 The illustrated electronic device 110 is provided via application 120. Server 130 can communicate with electronic device 110 and, as at least part of an intelligent system, receive scene data, first operations, and first information related to the first interactive scene, and provide adjusted scene data to electronic device 110. The following description primarily assumes that both the first and second interactive scenes are game scenes.
[0038] In some cases, an interactive scene can include game content where the game application is running and its state changes in response to user input. An interactive scene can include at least one of the following: objects visible in the game screen, object attributes, spatial relationships between objects, interactive controls for receiving game input, game rules, event triggering conditions, stage progress, and running state. An interactive scene is not limited to a static scene image; even if an interactive scene is displayed statically at a certain moment, that screen can still represent the game's visual state at that specific moment and can be associated with corresponding game logic, object data, and stage data.
[0039] In some cases, interactive scenarios can include web-based games, script-driven games, game plugins running within applications, or other games capable of updating their visuals and running status based on interactive input. As examples, interactive scenarios can be flight games, driving games, story-driven games, platformers, or other suitable types of games. In the following examples, the game screen may include objects such as the game name, instructions, start game controls, aircraft graphics, celestial body graphics, and vehicle graphics; these specific objects are for illustrative purposes only and do not constitute a limitation on the game type or object composition of the interactive scenario.
[0040] In some scenarios, the first interactive scene is a game scene that the user can view and adjust in edit mode, while the second interactive scene is a game scene obtained by the intelligent system based on the first interactive scene and the first information describing the adjustment intention. The first and second interactive scenes can correspond to different versions of the same game application before and after adjustment, or to different scene data sets of the same game application before and after generation. The second interactive scene can retain the objects, rules, and stage relationships that were not adjusted in the first interactive scene, and modify the specified objects, areas, interaction logic, or stage content according to the first information.
[0041] In some contexts, an interactive interface is an interface used to present at least a portion of an interactive scene and to receive actions. An interactive interface can present the visual content of an interactive scene at a specific moment, stage, or running state, and may include checkboxes, input components, playback entry points, stage nodes, or other interface elements used for editing, testing, or running the interactive scene. An interactive interface is a visual medium that users can directly view and manipulate.
[0042] In some cases, an interactive scene can be associated with multiple interactive interfaces. For example, the same first interactive scene can have multiple first interactive interfaces corresponding to phases 1, 2, and 3 respectively; after selecting one phase, the scene component can present the first interactive interface corresponding to that phase. Conversely, an interactive interface can also present only a part of the interactive scene, such as only the objects in the current viewport or the game screen of the current phase. Adjusting at least a part of a first interactive interface allows the corresponding adjustments to be stored in the first interactive scene corresponding to that interface, without requiring the interactive interface itself to be equivalent to the interactive scene.
[0043] In some scenarios, scene components are used to display, edit, and test interactive scenes, while conversation components are used to interact with intelligent systems. For example, such as... Figure 2A As shown, the electronic device 110 can display a scene component 206 and a conversation component 202 on an interface 200A. The scene component 206 can be a game editing workspace located on the right side of the interface 200A, and the conversation component 202 can be an assistant conversation area located on the left side of the interface 200A. The scene component 206 and the conversation component 202 can be displayed simultaneously on the same interface, or they can be displayed in related interfaces on different windows, different pages, or different devices. Operations occurring in the scene component 206 can be converted into first information and synchronized to the conversation component 202. The intelligent system can then combine the first interactive scene and the first information to obtain a second interactive scene.
[0044] In some situations, electronic device 110 presents the first interactive scenario. For example, such as... Figure 2AAs shown, the electronic device 110 can present an interface 200A and display a first interactive scene 208 in the scene component 206. The first interactive scene 208 may include a game name text object 210-1, an operation instruction text object 210-2, a start game control 210-3, and an aircraft graphic object 210-4. The session component 202 may also present a media preview or interactive entry 204 related to the game, so that the user can enter the corresponding game's editing workspace in the session context with the intelligent system.
[0045] In some scenarios, the first interactive scene includes at least one object, and a first operation is used to adjust the at least one object, the adjustment method of which is related to the type of the first operation. As an example, the object can be text, images, graphics, animations, audio representations, video representations, controls, characters, backgrounds, special effects, or other content in the first interactive scene that can be presented, triggered, or participate in game logic. The object can also be a combination of multiple visual contents and interactive logic. For example, the start game control 210-3 can have display attributes such as shape, text, position, and size, and can also be associated with the interactive logic that starts the game. For example, when the type of the first operation is attribute adjustment, the corresponding attribute parameters of the object can be changed; when the type of the first operation is deletion, the object can be removed from the display of the current interactive scene.
[0046] In this way, users can directly use objects in the interactive scene as the target of their operation without having to look up the corresponding data for that object in the code, object list, or configuration page, and can keep the object being adjusted consistent with the visual content in the interactive scene.
[0047] In some cases, electronic device 110 may present a first object in a first style. Further, electronic device 110 may receive a first operation. The first operation corresponds to a first type, which is used to adjust the first object to a second style. In response to receiving the first operation, electronic device 110 may adjust the first object to the second style. The first style and the second style may indicate different attribute parameters of the first object. The second style is associated with the first operation; that is, the second style is determined based on the first operation. Attributes may include position, size, display hierarchy, object content, or object type. Moving, scaling, adjusting display hierarchy, and replacing the first object are described below; these adjustments can be performed either by the user directly manipulating the first object or by the user specifying adjustment requirements through input components associated with the first object, which are then performed by the intelligent system.
[0048] In some cases, the first operation is used to move the first object. For example, such as... Figure 2A and Figure 2B As shown, text object 210-1 is in Figure 2AThe text object 210-1 is in the first position. The user can drag the text object 210-1 within scene component 206 to move it from the first position to the second position. Figure 2B In the diagram, dashed box 212 represents the original position of text object 210-1 before it is moved. An arrow points from dashed box 212 to the solid selection box above it; the position of the solid selection box above it points to is the target position of the game name text object 210-1 after it has been moved. Therefore, the first style can indicate the first position, and the second style can indicate the second position. Adjusting the first object to the second style indicates moving the first object from the first position in dashed box 212 to the second position.
[0049] In some situations, users can move the first object by dragging, using arrow keys, inputting position parameters, selecting alignment methods, or snapping to a guide line. The electronic device 110 can generate first information based on the object's identifier, coordinates before movement, and coordinates after movement. For example, such as... Figure 2B As shown, the electronic device 110 can present first information (e.g., information 214-1) in the session component 202. The first information (e.g., information 214-1) can describe the operation type as movement and the object being moved as the game name text object 210-1. The first information (e.g., information 214-1) can also describe at least one of the following: movement direction, movement distance, original position, or target position.
[0050] In some cases, the first operation is used to scale a first object. The user can select the first object and drag its boundary control points to increase or decrease its size; the user can also perform two-finger scaling, input size parameters, select a preset size, or fit the first object to a preset area. The first style of the first object before scaling can indicate a first width and a first height, and the second style after scaling can indicate a second width and a second height. For scaling while maintaining aspect ratio, the electronic device 110 can simultaneously determine one dimension based on another; for non-uniform scaling, the width and height can be adjusted separately.
[0051] In some cases, the first operation is used to adjust the display hierarchy of a first object. Display hierarchy can represent the occlusion relationship when the first object overlaps with other objects, or it can represent the parent-child relationship or drawing order of the first object in the object hierarchy tree. As an example, such as... Figure 2CAs shown, after the user selects the aircraft graphic object 210-4, the scene component 206 can display a selection box and object manipulation controls 216-1 and 216-2 around the aircraft graphic object 210-4. Object manipulation control 216-1 can be used to adjust the display layer, and object manipulation control 216-2 can be used to invoke the first input component; the icon appearance and arrangement order of each object manipulation control are not restricted. The user can choose to move it up one layer, move it down one layer, place it at the top layer, place it at the bottom layer, or move it to the layer where the target object is located.
[0052] In some scenarios, when the first selected object is a source material, the scene component can also present an entry point to open the source material details. After triggering this entry point, the user can view the source material's preview content, source information, size, format, or alternative source materials, and can select a target source material from the source material collection to replace the first object. When the selected object is a regular interactive control, the scene component may not present the source material details entry point, but can continue to provide capabilities such as moving, scaling, adjusting display hierarchy, and entering comments. Therefore, the presented object operation entry point can be adjusted based on whether the object is associated with source material data.
[0053] In some cases, the electronic device 110 may present a first input component. Further, the electronic device 110 may receive a first input through the first input component. The first input indicates that a first object is adjusted in a first manner. The first manner may include replacing the first object, modifying the display content of the first object, adjusting the display attributes of the first object, or changing the interaction logic of the first object. The first input component may be presented near the first object or in a preset input area within a scene component, and may indicate the first object to which the first input is directed through an object identifier, object name, or object preview.
[0054] As an example, such as Figure 2C and Figure 2D As shown, the user can first select the aircraft graphic object 210-4 in scene component 206. In response to the selection of the aircraft graphic object 210-4, the electronic device 110 can display a selection box and object operation controls 216-2 around the object. When the user triggers the object operation controls 216-2, the electronic device 110 can display a first input component 218. The user can input the first input "replace it with a car" through the first input component 218, where "it" indicates the currently selected aircraft graphic object 210-4, and the first method is to replace the aircraft graphic object 210-4 with a vehicle graphic object. The electronic device 110 can write the first input, the object information of the aircraft graphic object 210-4, and the operation type of the replacement operation into first information, so that the intelligent system can adjust the first object according to the first input. In some cases, the first input can be in the form of natural language.
[0055] In some scenarios, the first interactive scene includes a second object, and the first operation corresponds to a second type, which is used to stop the presentation of the second object in the first interactive scene. Stopping presentation can be achieved by deleting the second object, hiding the second object, disabling the display of the second object, or unassociating the second object from the current stage. Users can trigger a delete control or input modification requests such as "delete it" or "do not display this object" through the input component associated with the second object. Upon receiving the first operation, the electronic device 110 can cancel the presentation of the second object and display first information describing the removal operation and the second object in the session component 202. If the user subsequently performs an undo operation, the electronic device 110 can also restore the second object and its attributes before removal.
[0056] In some cases, adjusting the properties of the first object may also include at least one of the following: rotation, changing transparency, changing color, modifying text content, modifying font, modifying control shape, aligning multiple objects, copying objects, locking or unlocking objects, and modifying the object's interaction logic. As an example, a user can adjust the interaction logic associated with the start game control 210-3 by specifying "Enter stage 2 after triggering" or "Display a new prompt after triggering" through the input component associated with the start game control 210-3. The above operations can be combined with moving, scaling, adjusting display hierarchy, replacing, or removing, and can respectively form first information describing the corresponding operation type and the operation object.
[0057] This approach allows users to confirm whether adjustments have been applied to the target object without needing to view the underlying attribute data. By providing continuous visual feedback on the object's location, it also reduces redundant adjustments caused by incorrect object manipulation or unclear attribute adjustment results.
[0058] In some scenarios, electronic device 110 presents first information describing a first operation. As an example, the first information may be presented in session component 202. The first information may indicate at least one of the following: operation type, object information, and operation location. The operation type may include moving, scaling, adjusting display hierarchy, replacing, removing, adding, commenting on, or modifying interaction logic; the object information may include object identifier, object name, object type, object location in the first interaction scenario, or object preview. The operation location may include the location targeted by the first operation or the target location determined by the first operation. For first input received through the first input component, the first information may also include corresponding input content, enabling the intelligent system to simultaneously obtain what operation the user performed, which object the operation targeted, and what modification request the user made.
[0059] In some cases, electronic device 110 may present multiple first messages in the session component 202 in the order in which the operations occur. For example, such as... Figure 2E As shown, the first piece of information (e.g., information 214-1) can describe the operation of the mobile game name text object 210-1, and the first piece of information (e.g., information 214-2) can describe the operation of inputting comments or replacement requests for the aircraft graphic object 210-4. Each piece of first information can have a time sequence, serial number, object thumbnail, or status indicator, and can be updated when the corresponding operation is undone, modified, or completed. The user can also trigger a piece of first information to position and highlight the object or area described by the scene component 206.
[0060] In this way, users can simultaneously view the types of operations that have been performed and the objects targeted by those operations within the session component, and can return to the specific location of the operation in the scene component based on the first information, thereby effectively improving the efficiency of users in obtaining information.
[0061] In some cases, the first operation is used to adjust a first range or a first position within a first interactive scene; this first range or first position can be collectively referred to as a first region. For example, such as... Figure 2F As shown, a user can trigger feedback entry 220 and click on a location in the first interactive scene to perform a second operation of selecting a first area. In response to the second operation, electronic device 110 presents a second input component 222. The user can input a second input, such as "add a star here," through the second input component 222, which indicates adjusting the first area in a second manner. The second input component 222 can be displayed near the first area, creating a visual association between the input content and its targeted location.
[0062] In some cases, the first region may be represented by a click location, a preset range, a closed range drawn by the user, or a neighboring range determined based on the click location. The electronic device 110 may also provide location snapping, a magnifying glass, coordinate hints, or selection resizing to help the user more accurately determine the first region, without requiring a change in the correspondence between the first region and the second input.
[0063] In this way, users can avoid using coordinate values or lengthy text to describe the target location, and reduce regional positioning errors and the need for repeated descriptions of the location.
[0064] In some cases, the second interactive scene includes a first scene representation corresponding to the first area, which is obtained based on the second input. As an example, the second input "Add a star here" can cause the intelligent system to add a star object to the location corresponding to the first area in the second interactive scene 236. The first scene representation can be a newly added object, a replaced partial view, a changed background, a partial effect, or partial interactive logic. The position of the first area in the first and second interactive scenes can correspond through the same coordinate system, normalized coordinates, object anchor points, or scene transformation relationships.
[0065] In some situations, the electronic device 110 may present a prompt message to obtain a third input, which indicates the interaction mode represented by the first scene. The interaction mode may include what triggering condition the first scene responds to, what action it performs, or what interaction result it produces with other objects. The electronic device 110 may receive the third input, associate it with the first scene representation, and provide it to the intelligent system so that the intelligent system can determine the corresponding interaction logic.
[0066] As an example, when a user requests to add a star object to the first area via a second input, the electronic device 110 can prompt the user whether to set the interaction method for the star object. The user can input "increase points after character touch" as a third input. The intelligent system can then combine the star object and the third input to set the touch trigger conditions and point change rules, and cause the electronic device 110 to present the corresponding second interactive scene. Thus, the user can continue to add the interaction method for the specified object and its location, reducing the need to search for other objects and repeatedly explain and modify the target.
[0067] In this way, users can reduce the need to search for new or modified content again in the adjusted interactive scenario, and reduce the possibility that the adjusted content is configured in the wrong area.
[0068] In some scenarios, the session component 202 may present first information describing the region adjustment operation (e.g., information 214-3). The first information (e.g., information 214-3) may describe the operation type as a comment or region adjustment, and may include the location of the first region, the text content of the second input, and the type of object to be added based on the second input. Thus, even if the first region does not continue to display the selection boundary after a comment is submitted, the intelligent system can determine the location pointed to by the user and the modification request based on the first information (e.g., information 214-3).
[0069] In some cases, the first and second inputs may include, in addition to text, speech, images, reference materials, or a combination thereof. Electronic device 110 can convert speech into text descriptions and associate reference materials with the currently selected object or area. The input component can also provide entry points for confirming, canceling, re-editing, or submitting, and continuing to add the next comment. After the user submits input, the corresponding object or area may remain highlighted until the first information is written to session component 202 or the user begins the next operation.
[0070] In some situations, electronic device 110 can generate first information based on operation events. Operation events may include at least one of the following: operation type, object identifier or area identifier, stage identifier, pre-operation attributes, post-operation attributes, input content, and operation sequence. For drag operations, electronic device 110 can store the position before and after the move; for zoom operations, it can store the size before and after zoom; for display hierarchy adjustments, it can store the hierarchy before and after adjustment; for replacement or removal operations, it can store the original object identifier and the target object identifier or removal status. The first information can be structured information or a natural language description derived from structured information.
[0071] In some situations, electronic device 110 presents the first entry point. For example, such as... Figure 2G As shown, the first entry 224 can be displayed as "View Playback Feedback (3)", where the number can represent the number of currently stored operations or feedback. After receiving a third operation to trigger the first entry 224, the electronic device 110 can present the feedback component 226. The feedback component 226 can be a window, overlay, sidebar, or separate page over the scene component 206, and is used to centrally present second information describing at least one adjustment operation.
[0072] In some cases, the feedback component 226 includes a first region and a second region. For example, as shown... Figure 2G As shown, the first area can display the first media content 228, and the second area includes an operation description area 232. The first media content 228 includes a first scene image of the first interactive scene and at least one identifier 230-1 to 230-3. The first scene image can be a screenshot of the current first interactive scene, a scene image when the operation is submitted, or a scene preview uniformly generated based on multiple operations.
[0073] In some cases, identifiers 230-1 to 230-3 respectively indicate the position and operation sequence corresponding to the corresponding operation. As an example, identifier 230-1 with the number "1" can be located at the operation position of the game name text object to correspond to the operation of moving the game name text object; identifier 230-2 with the number "2" can be located at the operation position of the aircraft graphic object to correspond to the operation of entering text comments or replacement requests for the aircraft graphic object; identifier 230-3 with the number "3" can be located in the first area to correspond to the operation of entering text comments for the first area.
[0074] In some cases, the operation description area 232 presents text content in text form, which includes operation descriptions corresponding to identifiers 230-1 to 230-3 respectively. The operation description may include at least one of the following: operation type, associated object, input content, operation time, execution status, or corresponding stage. For example, the operation descriptions may respectively represent "Move game name," "Comment on aircraft object: Change it to a car," and "Comment on first area: Add a star here." After a user triggers an identifier or an operation description, the feedback component 226 may highlight the corresponding other identifier, or cause the scene component 206 to locate the corresponding object, area, or stage.
[0075] In some scenarios, the electronic device 110 presents a second interactive scene, which is obtained by the intelligent system based on the first interactive scene and the first information. The intelligent system can parse the operation type, object information, area information, and input content described in each piece of first information, match them with the object identifier, coordinates, and stage data in the first interactive scene, and generate adjusted game content. When the first operation has directly changed the attributes of the first interactive scene, the intelligent system can retain the direct change and process the comment requests that have not yet been executed; when the first operation is mainly used to provide comments, the intelligent system can make corresponding adjustments according to the comment requests. Thus, scene changes generated by direct manipulation and adjustment intentions expressed in natural language can be combined into the same generation process.
[0076] In some cases, the first piece of information can be associated with a specific object, region, or stage in the first interaction scenario, and the intelligent system can parse natural language terms such as "it," "here," and "this stage" into the corresponding object, location, or stage. The intelligent system can perform consistency checks on multiple pieces of first information before generating the second interaction scenario; for multiple operations targeting the same object, it can process them according to the order of operations, or allow the later operation to override the earlier one, or present a conflict prompt to the user.
[0077] In some cases, a second entry point is presented in scene component 206. For example, as shown... Figure 2HAs shown, the second entry point 234 can be a trial entry point or a playback entry point. After receiving the sixth operation to trigger the second entry point 234, the electronic device 110 can present a second interactive interface in the scene component 206 and run the game application corresponding to the second interactive scene 236 through the second interactive interface. The second interactive scene 236 can present star objects, vehicle objects, and other game content formed or adjusted based on previous operations. The second entry point 234 can also be switched to a pause, continue, or restart entry point after the game starts.
[0078] In some scenarios, the second interactive interface is used to interact with the second interactive scene. The second interactive interface can respond to game input such as keyboard, mouse, touch, gamepad, gestures, or voice, and update character position, object state, collision results, score, remaining resources, or stage progress according to the game rules of the second interactive scene. The second interactive interface is the interface carrier for running and operating the second interactive scene, which is the game content run by the game application within this interface.
[0079] In some scenarios, the second interactive scene includes a third object. Electronic device 110 can receive a seventh operation, which replaces the third object. In response to the seventh operation, electronic device 110 can stop presenting the third object and present a fourth object. For example, a user can select a vehicle object as the third object in the second interactive scene, and through a replacement operation, remove that vehicle object from the scene while presenting another vehicle object as the fourth object. Thus, the user can directly view the result of the object replacement within the second interactive scene.
[0080] In some scenarios, electronic device 110 can present a first component displaying multiple materials, each corresponding to a different object. Electronic device 110 can receive a seventh operation for selecting a first material, which corresponds to a fourth object. As an example, the first component could be a material selection panel displaying previews of multiple vehicle images or graphics. After the user selects one material, electronic device 110 can stop displaying a third object and present a fourth object corresponding to the selected material in a second interactive scene. By presenting material previews corresponding to replaceable objects, the need for users to replace content based solely on text descriptions and repeatedly try different materials can be reduced.
[0081] In some scenarios, the first interactive scene comprises multiple distinct phases. A phase is a progress segment, plot node, level state, event state, or test checkpoint in the game's execution and can correspond to a set of recoverable game states. A phase can be determined by at least one of the following: phase start conditions, phase end conditions, visible objects and their attributes, character states, game variables, rule configurations, event triggering relationships, and paths leading to that phase from other phases. Phases can be used to indicate where the game has progressed and from which game state presentation or testing begins.
[0082] In some scenarios, different stages of the first interactive scene can correspond to different progresses in the game flow. For example, stage 1 could be the initial stage before the game starts or at the beginning of the first wave of events, featuring the initial characters, initial background, and start prompts; stage 2 could be the intermediate stage after the first wave of events has begun, featuring different object distributions, movement directions, character positions, or game variables; stage 3 could be subsequent events, a difficulty increase state, a story branch, or the end of a stage. The stage names and contents mentioned above are for illustrative purposes only; stages can also be divided according to game plot, quests, waves, turns, rooms, map areas, or other units of progress.
[0083] In some cases, electronic device 110 may present multiple elements in scene component 206, with these elements corresponding to different stages of the first interactive scene. For example, such as... Figure 2I As shown, scene component 206 can present a node graph 238, which includes stage nodes 240-1, 240-2, and 240-3. Connections between stage nodes 240-1 and 240-3 can indicate the sequence, jump, or branching relationships of the corresponding stages. For example, a connection can represent that the game typically progresses from stage 1 to stage 2, and then from stage 2 to stage 3; in a story-driven game, a stage node can also lead to multiple subsequent stage nodes through different connections.
[0084] In some scenarios, node diagram 238 indicates the current stage of the game in real time. Electronic device 110 can highlight the current stage node based on the game application's stage identifier, event triggering results, or progress, and can switch the highlighted state from one stage node to another as the game enters the next stage. Highlighting can include changing color, border, size, brightness, animation, or status text. Node diagram 238 can thus be used both to display the current progress and as a control area for quickly jumping to a target stage.
[0085] In some situations, users can select one stage node from multiple stage nodes to quickly switch to the corresponding stage. For example, such as... Figure 2IAs shown, stage node 240-2 is in the selected state. After receiving the third operation for stage node 240-2, electronic device 110 can directly restore the game state to the state corresponding to stage 2. This switching can be understood as fast-forwarding or jumping to the target stage, so that the user can start viewing, debugging, or trying out the game from the target stage. Electronic device 110 can load the object state, character state, game variables, and event state corresponding to stage 2 and pause at the preset checkpoint of stage 2.
[0086] In this way, users do not need to start from the initial state of the interactive scene and run through to the target stage. The quick jump capability provided by the stage elements can reduce the waiting time and repetitive operations required to debug specific game progress, thereby improving the efficiency of human-computer interaction.
[0087] In some cases, in response to the selection of stage node 240-2, electronic device 110 presents a first interactive interface 242 corresponding to stage 2 in scene component 206. As an example, such as Figure 2J As shown, the first interactive interface 242 can display multiple flying objects, character objects, and movement direction prompts in phase 2. The content presented by the first interactive interface 242 represents the visual state of the first interactive scene in phase 2. The user can continue to perform a first operation on at least a portion of the first interactive interface 242, such as moving objects in phase 2, scaling objects, adjusting the display layer of objects, replacing objects, or inputting modification requests for local areas. The corresponding adjustments are stored in the scene data corresponding to phase 2 in the first interactive scene.
[0088] In some cases, electronic device 110 may receive a fourth operation via a first element, the fourth operation being used to create a second interactive interface, the second interactive interface having the same properties as the first interactive interface. Electronic device 110 may also receive a first operation, the first operation being used to adjust at least a portion of the second interactive interface. In this case, the second interactive interface may be used to present another stage created based on the first stage; the same properties may include copied object layout, object display style, or other interface properties.
[0089] As an example, a user can perform a copy operation on stage node 240-2 to create a new stage based on the scene content corresponding to the first stage. Electronic device 110 can provide the copy operation and its corresponding stage information to the intelligent system, which then obtains the scene data for the new stage based on the corresponding scene content and presents a second interactive interface accordingly. The newly created second interactive interface can initially present the same object layout as the first interactive interface. The user can then move, scale, or replace objects in the second interactive interface, or input modification requests; the corresponding first information can describe the adjustments for the new stage. By copying an existing stage and then making partial adjustments, the operations of repeatedly adding the same objects and resetting the object layout can be reduced.
[0090] In some cases, operations related to a stage can also be described by the first information in the session component 202. When a user selects stage node 240-2, the first information can describe the operation type as stage selection and the selected stage as stage 2; when the user subsequently adjusts an object in stage 2, the first information can also simultaneously describe stage 2, the object being adjusted, and the specific operation type. Thus, the intelligent system can distinguish between objects with the same name or the same location occurring in different stages and apply the adjustment to the stage actually selected by the user.
[0091] In some cases, the configurations for each stage can be saved separately. For example, after a user selects stage 2 node 240-2, scene component 206 presents the first interactive interface 242 corresponding to stage 2. The user can then select an object and adjust it within this interface. This avoids confusing rapid stage transitions with batch editing of objects across stages.
[0092] In some cases, electronic device 110 can save stage snapshots or data that can restore the stage state for each stage. Stage snapshots can include at least one of the following: object collections, object attributes, character states, game variables, event queues, and stage entry conditions. After the user selects a target stage, electronic device 110 can load the corresponding stage snapshot and execute the necessary initialization logic. If the target stage depends on data generated in previous stages, electronic device 110 can also obtain the runnable state of the target stage by pre-setting data, replaying necessary events, or calculating dependent states.
[0093] In some cases, while a user is trying out a second interactive scene in the second interactive interface, node diagram 238 can continue to update the current stage according to the progress of the second interactive scene. After the user pauses the trial and selects another stage node, the second interactive interface can continue running from the selected stage. Text comments, object selections, area selections, or running error information generated during the trial can be stored as new first or second information and can be viewed through the conversation component 202 or the feedback component 226 after exiting the trial.
[0094] By employing the above methods, users can reduce the need to repeatedly locate objects or re-describe contexts between game screens, modification instructions, and trial results, thereby improving the efficiency of human-computer interaction and enhancing the accuracy of intelligent systems in identifying game adjustment targets and applying adjustments to the correct objects, areas, and stages.
[0095] Figure 3 A flowchart of an interactive scenario debugging process 300 based on various situations is shown. Process 300 can be executed by electronic device 110 and / or server 130 to provide functions such as pause inspection, object selection, comment storage, and screen adjustment during game trial.
[0096] In step 302, the electronic device 110 acquires the current project and the delivery version. The current project may include scene data, object data, interaction logic, game resources, and debugging configuration information of the interactive scene. The delivery version can be used to indicate the version corresponding to the currently loaded playable game artifact, so as to distinguish the game content and running status of different versions during debugging.
[0097] In step 304, the electronic device 110 loads a playable game product. The playable game product can be an executable game, game plugin, web game, or other application content generated based on the current project that can respond to user input and update the interactive scene state. The electronic device can run the game product in the trial interface and receive game input such as keyboard, mouse, touch, or gamepad input.
[0098] In step 306, the debug bridging module reports debug capabilities and object registration information. The debug bridging module can be used to transfer debug information between the game runtime environment and the debug interface. Debug capabilities can indicate whether the current game artifact supports pause inspection, object selection, comment input, attribute viewing, or screen adjustment. Object registration information can include at least one of the following: object identifier, object type, object boundaries, object position, and editable attributes of objects in the interactive scene.
[0099] In step 308, the electronic device 110 determines whether the current game content supports pause checking. Pause checking refers to pausing the game while preserving the current running state of the interactive scene, so that the user can view, select, or comment on objects or locations in the current screen.
[0100] If the current game version does not support pause for testing, in step 310, the electronic device 110 continues normal gameplay and explains why the pause for testing function is unavailable. For example, the electronic device can continue running the game and display a message indicating that the current version does not provide pause capability, object registration is incomplete, or a test snapshot cannot be obtained. The user can still continue playing or exit debugging.
[0101] If the current game content supports pause inspection, then in step 312, the electronic device 110 pauses the game and freezes the inspection snapshot. The inspection snapshot may include at least one of the following: scene image at the moment of pause, object state, character state, game variables, current stage, and object registration information. By freezing the inspection snapshot, the corresponding screen and object position can be kept unchanged while the user performs a comment or object inspection operation.
[0102] In step 314, the electronic device 110 enters a pause / check state. In this state, the electronic device can stop advancing the game time and the progress of the interactive scene, and can provide comment entry points, object selection entry points, and object boundary or attribute viewing entry points on the pause screen. The interface in the pause / check state can continue to receive operations for checking and adjusting the interactive scene.
[0103] In step 316, the electronic device 110 determines whether the user has entered comment mode. Comment mode can be used to receive modification requests for objects or locations in an interactive scenario. The electronic device 110 can enter comment mode in response to the user triggering a comment entry, and can input pointer position, touch position, or other position as the location to be commented.
[0104] If a user enters comment mode, in step 318, the electronic device 110 determines whether the pointer has hit a registered object. The electronic device 110 can determine whether the corresponding location is within the boundary range of a registered object based on the pointer position and the object boundaries stored in the object registration information. Hitting a registered object indicates that the user wishes to request modifications to that object; missing a registered object indicates that the user wishes to request modifications to a corresponding location or area in the interactive scene.
[0105] If the pointer hits a registered object, in step 322, the electronic device 110 generates object comment content. The object comment content may include at least one of the following: the object identifier of the hit object, the object name, the object location, the comment content, a snapshot check identifier, and the order of operations. The object comment content can be used to indicate that the corresponding comment is directed to a specific object in the interactive scenario.
[0106] If the pointer does not hit a registered object, in step 320, the electronic device 110 generates location comment content. The location comment content may include at least one of the following: pointer position, the area corresponding to that position, comment content, snapshot check identifier, and operation sequence. The location comment content can be used to indicate that the user wishes to add an object, change a partial view, or adjust the scene content corresponding to that position.
[0107] If the user has not entered comment mode, in step 324, the electronic device 110 receives a selection operation on an object and presents the boundary or editable attributes of the selected object. The object boundary can be presented using a checkbox, outline, control points, or other highlighting styles. Editable attributes can include the object's position, size, display hierarchy, content, type, display status, or interaction logic. The user can move, scale, adjust the hierarchy, replace, or otherwise appropriately adjust the object based on the presented object boundary or editable attributes.
[0108] In step 326, electronic device 110 summarizes comments and screen adjustments. The electronic device can summarize object comments, location comments, and screen adjustments implemented for the object in the order of operations, and can associate the corresponding content with the current inspection snapshot, current stage, or delivery version. The summary results can be presented through a comment list, operation description, location markers in the scene image, or a combination thereof.
[0109] In step 328, the electronic device 110 determines whether there is any unsubmitted content before the user continues playing the game or exits debugging. Unsubmitted content may include unprocessed object comment content, location comment content, object attribute adjustments, or other screen adjustments. The electronic device 110 can perform this determination when the user triggers the continue playback entry or exit entry.
[0110] If there is unsubmitted content, in step 330, the electronic device 110 provides three processing methods: clearing, temporarily storing, or sending the unsubmitted content. Clearing deletes the corresponding content and abandons the current adjustment; temporarily storing saves the corresponding content as associated with the current project, delivery version, or inspection snapshot for later processing; sending provides the corresponding content to the intelligent system, enabling the intelligent system to generate or adjust game content based on the interactive scene and the corresponding content. After processing the unsubmitted content, the electronic device 110 can continue playing the game or exit debugging.
[0111] If there is no unsubmitted content, in step 332, the electronic device 110 continues playing the game or exits debugging. When continuing playback, the electronic device can release the pause check state and continue running the interactive scene from the running state corresponding to the check snapshot; when exiting debugging, the electronic device can close the trial interface and return to the editing interface of the interactive scene.
[0112] In step 334, when the delivered version changes, the electronic device 110 cleans up old selections and old inspection snapshots. Old selections may include selection states, object boundaries, or comment targets associated with object identifiers in previous versions, and old inspection snapshots may include scene images and running states based on previous versions. By cleaning up the above information after a version change, the possibility of old version object locations, object identifiers, or running states being incorrectly applied to the new version's interactive scene can be reduced.
[0113] In this way, users can pause interactive scenes during gameplay and directly comment on objects or locations on the paused screen or make screen adjustments. By linking comments and screen adjustments to checking snapshots, object identifiers, and delivered versions, the need for users to relocate objects, repeatedly describe the game's running status, and apply feedback from older versions to newer versions can be reduced.
[0114] Example process Figure 4 A flowchart illustrating an example process 400 of interface interaction under certain conditions is shown. Process 400 can be implemented at electronic device 110. See below for reference. Figure 1 To describe process 400.
[0115] like Figure 4 As shown, in box 410, electronic device 110 presents the first interactive scene.
[0116] like Figure 4 As shown, in box 420, electronic device 110 receives a first operation, which is used to adjust a first interactive scene.
[0117] like Figure 4 As shown, in box 430, electronic device 110 presents first information, which describes the first operation.
[0118] like Figure 4 As shown, in box 440, electronic device 110 presents a second interactive scene, which is obtained by the intelligent system based on the first interactive scene and the first information.
[0119] In some cases, the first interaction scenario includes at least one object, the first operation is used to adjust at least one object, and the way at least one object is adjusted is related to the type of the first operation.
[0120] In some cases, at least one object includes a first object, and receiving a first operation includes: rendering the first object in a first style; and receiving a first operation corresponding to a first type, the first type being used to adjust the first object to a second style, the first style and the second style indicating different attribute parameters of the first object.
[0121] In some cases, the electronic device 110 may present a first input component; and receive first input through the first input component, the first input indicating adjustment of a first object in a first manner. Specific interactive presentations can be found above. Figure 2D The example described.
[0122] In some cases, the initial input is in natural language form. See above for a detailed explanation of the presentation. Figure 2D and Figure 2F The example described.
[0123] In some cases, at least one object includes a second object, the first operation corresponds to a second type, and the second type is used to stop the presentation of the second object in the first interactive scenario.
[0124] In some scenarios, the electronic device 110 can receive a second operation for selecting a first area of a first interactive scene; presenting a second input component; and receiving a second input through the second input component, the second input indicating that the first area should be adjusted in a second manner. Specific interactive presentations can be found above. Figure 2F The example described.
[0125] In some cases, the second interactive scene includes a first scene representation, which corresponds to a first region and is obtained based on the second input.
[0126] In some cases, the electronic device 110 may present a prompt message for obtaining a third input, which indicates the interaction method represented by the first scenario.
[0127] In some cases, the first information indicates at least one of the following: the operation type of the first operation; object information describing at least one object, the first operation being used to adjust at least one object; and the operation position of the first operation.
[0128] In some scenarios, the electronic device 110 may present a first entry point; receive a third operation for triggering the first entry point; and present second information describing at least one operation for adjusting a first interactive scenario, the at least one operation including the first operation.
[0129] In some cases, the electronic device 110 may present first media content, which includes a first scene image of a first interactive scene and at least one identifier, the at least one identifier indicating at least one location, and the at least one location corresponding to at least one operation.
[0130] In some cases, electronic device 110 may display text content describing at least one operation.
[0131] In some cases, the text content includes at least one of the following: the operation type of at least one operation; the object associated with at least one operation; and the input content corresponding to at least one operation.
[0132] In some cases, the electronic device 110 may present multiple elements corresponding to different stages of a first interactive scenario; receive a third operation for selecting a first element, the multiple elements including the first element corresponding to a first stage; and present a first interactive interface corresponding to the first stage.
[0133] In some cases, the electronic device 110 may receive a fourth operation via a first element, the fourth operation being used to create a second interactive interface having the same properties as the first interactive interface; and receive a first operation, the first operation being used to adjust at least a portion of the second interactive interface.
[0134] In some cases, electronic device 110 may present a node graph, which includes multiple nodes, each node corresponding to multiple elements, and the connections between the nodes indicating the relationships between corresponding stages.
[0135] In some cases, the first operation is used to adjust at least a portion of the first interactive interface.
[0136] In some cases, the electronic device 110 may present a second entry point; receive a sixth operation to trigger the second entry point; and present a second interactive interface that interacts with a second interactive scenario.
[0137] In some cases, the second interactive scenario includes a third object, and the electronic device 110 can receive a seventh operation, which replaces the third object; and stops presenting the third object and presents a fourth object.
[0138] In some cases, the electronic device 110 may present a first component displaying multiple materials corresponding to different objects; and receive a seventh operation for selecting a first material corresponding to a fourth object.
[0139] By employing the above methods, we can reduce the number of operations that users need to repeatedly locate objects or re-describe contexts between game screens, modification instructions, and trial results, and improve the accuracy of intelligent systems in identifying game adjustment targets and applying adjustments to the correct objects, areas, and stages.
[0140] Example devices and equipment A corresponding apparatus for implementing the above methods or processes is also provided. Figure 5 A schematic structural block diagram of an example device 500 for interface interaction is shown, according to some scenarios. Device 500 can be implemented as or included in electronic device 110. The various modules / components in device 500 can be implemented by hardware, software, firmware, or any combination thereof.
[0141] like Figure 5As shown, the device 500 includes: a first presentation module 510 configured to present a first interactive scene; a first receiving module 520 configured to receive a first operation, the first operation being used to adjust the first interactive scene; a second presentation module 530 configured to present first information, the first information describing the first operation; and a third presentation module 540 configured to present a second interactive scene, the second interactive scene being obtained by the intelligent system based on the first interactive scene and the first information.
[0142] In some cases, the first interaction scenario includes at least one object, the first operation is used to adjust at least one object, and the way at least one object is adjusted is related to the type of the first operation.
[0143] In some cases, at least one object includes a first object, and the first receiving module 520 may also be configured to receive a first operation, wherein receiving the first operation includes: presenting the first object in a first style; and receiving the first operation, the first operation corresponding to a first type, the first type being used to adjust the first object to a second style, the first style and the second style indicating different attribute parameters of the first object.
[0144] In some cases, the first receiving module 520 may also be configured to present a first input component; and to receive a first input through the first input component, the first input indicating that the first object is adjusted in a first manner.
[0145] In some cases, the first input is in the form of natural language.
[0146] In some cases, at least one object includes a second object, the first operation corresponds to a second type, and the second type is used to stop the presentation of the second object in the first interactive scenario.
[0147] In some cases, the first receiving module 520 may also be configured to receive a second operation for selecting a first area of a first interactive scene; presenting a second input component; and receiving a second input through the second input component, the second input indicating that the first area is adjusted in a second manner.
[0148] In some cases, the second interactive scene includes a first scene representation, which corresponds to a first region and is obtained based on the second input.
[0149] In some cases, the first presentation module 510 can also be configured to present prompt information, which is used to obtain a third input, indicating the interaction mode represented by the first scene.
[0150] In some cases, the first information indicates at least one of the following: the operation type of the first operation; object information describing at least one object, the first operation being used to adjust at least one object; and the operation position of the first operation.
[0151] In some cases, the first presentation module 510 may also be configured to present a first entry point; receive a third operation, the third operation being used to trigger the first entry point; and present second information, the second information describing at least one operation, the at least one operation being used to adjust a first interactive scene, the at least one operation including the first operation.
[0152] In some cases, the second presentation module 530 may also be configured to present first media content, which includes a first scene image of a first interactive scene and at least one identifier, the at least one identifier indicating at least one location, and the at least one location corresponding to at least one operation.
[0153] In some cases, the second presentation module 530 may also be configured to present text content describing at least one operation.
[0154] In some cases, the text content includes at least one of the following: the operation type of at least one operation; the object associated with at least one operation; and the input content corresponding to at least one operation.
[0155] In some cases, the first presentation module 510 may also be configured to present multiple elements, which correspond to different stages of the first interactive scene; receive a third operation for selecting a first element, which includes the first element and corresponds to the first stage; and present a first interactive interface, which corresponds to the first stage.
[0156] In some cases, the second presentation module 530 may also be configured to receive a fourth operation via a first element, the fourth operation being used to create a second interactive interface having the same properties as the first interactive interface; and to receive a first operation, the first operation being used to adjust at least a portion of the second interactive interface.
[0157] In some cases, the first presentation module 510 may also be configured to present a node graph, which includes multiple nodes, each node corresponding to multiple elements, and the connections between the multiple nodes indicating the relationships between corresponding stages.
[0158] In some cases, the first operation is used to adjust at least a portion of the first interactive interface.
[0159] In some cases, the first presentation module 510 can also be configured to present a second entry point; receive a sixth operation, the sixth operation being used to trigger the second entry point; and present a second interactive interface, the second interactive interface interacting with a second interactive scene.
[0160] In some cases, the second interactive scenario includes a third object, and the first receiving module 510 can also be configured to receive a seventh operation, which is used to replace the third object; and to stop presenting the third object and present a fourth object.
[0161] In some cases, the third presentation module 540 can also be configured to present a first component that displays multiple materials, each material corresponding to a different object; and to receive a seventh operation for selecting a first material, which corresponds to a fourth object.
[0162] The modules included in device 500 can be implemented in various ways, including software, hardware, firmware, or any combination thereof. In some cases, one or more modules can be implemented using software and / or firmware, such as machine-executable instructions stored on a storage medium. In addition to or as an alternative to machine-executable instructions, some or all of the units in device 500 can be implemented at least partially by one or more hardware logic components. By way of example, and not limitation, exemplary types of hardware logic components that can be used include field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard parts (ASSPs), systems on a chip (SOCs), complex programmable logic devices (CPLDs), and so on.
[0163] Figure 6 A block diagram of an electronic device 600 in which one or more examples may be implemented is shown. It should be understood that... Figure 6 The electronic device 600 shown is merely exemplary and should not be construed as limiting the functionality and scope of the examples described herein. Figure 6 The illustrated electronic device 600 can be used to implement the electronic device 110 discussed above.
[0164] like Figure 6As shown, electronic device 600 is in the form of a general-purpose electronic device. Components of electronic device 600 may include, but are not limited to, one or more processing units or processors 610, memory 620, storage device 630, one or more communication units 640, one or more input devices 650, and one or more output devices 660. Processor 610 may be a physical or virtual processor and is capable of performing various processes according to programs stored in memory 620. In a multiprocessor system, multiple processors execute computer-executable instructions in parallel to improve the parallel processing capability of electronic device 600.
[0165] Electronic device 600 typically includes multiple computer storage media. Such media can be any accessible media that is accessible to electronic device 600, including but not limited to volatile and non-volatile media, removable and non-removable media. Memory 620 can be volatile memory (e.g., registers, cache, random access memory (RAM)), non-volatile memory (e.g., read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory), or some combination thereof). Storage device 630 can be removable or non-removable media and can include machine-readable media, such as flash drives, disks, or any other media that can be used to store information and / or data and can be accessed within electronic device 600.
[0166] Electronic device 600 may further include additional removable / non-removable, volatile / non-volatile storage media. Although not explicitly stated... Figure 6 As shown, disk drives for reading from or writing to removable, non-volatile disks (e.g., "floppy disks") and optical disk drives for reading from or writing to removable, non-volatile optical disks can be provided. In these cases, each drive can be connected to a bus (not shown) via one or more data media interfaces. Memory 620 may include computer program product 625 having one or more program modules configured to perform various methods or actions of various examples.
[0167] The communication unit 640 enables communication with other electronic devices via a communication medium. Additionally, the functionality of the components of the electronic device 600 can be implemented using a single computing cluster or multiple computing machines capable of communicating via communication connections. Therefore, the electronic device 600 can operate in a networked environment using logical connections to one or more other servers, networked personal computers, or another network node.
[0168] Input device 650 can be one or more input devices, such as a mouse, keyboard, trackball, etc. Output device 660 can be one or more output devices, such as a monitor, speaker, printer, etc. Electronic device 600 can also communicate with one or more external devices (not shown) via communication unit 640 as needed. These external devices include storage devices, display devices, etc., and can communicate with one or more devices that enable user interaction with electronic device 600, or with any device that enables electronic device 600 to communicate with one or more other electronic devices (e.g., network card, modem, etc.). Such communication can be performed via an input / output (I / O) interface (not shown).
[0169] A computer-readable storage medium is provided that stores computer-executable instructions thereon, wherein the computer-executable instructions are executed by a processor to implement the methods described above. A computer program product is also provided, which is tangibly stored on a non-transitory computer-readable medium and includes computer-executable instructions, which are executed by a processor to implement the methods described above.
[0170] The flowcharts and / or block diagrams of the methods, apparatus, devices, and computer program products referred to herein describe various aspects. It should be understood that each block of the flowcharts and / or block diagrams, as well as combinations of blocks in the flowcharts and / or block diagrams, can be implemented by computer-readable program instructions.
[0171] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.
[0172] Computer-readable program instructions can be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions that execute on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.
[0173] The flowcharts and block diagrams in the accompanying figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products under various scenarios. In this respect, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction, which contains one or more executable instructions for implementing the specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those shown in the figures. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0174] Various examples have been described above. The foregoing descriptions are exemplary and not exhaustive, nor are they limited to the disclosed implementations. Many modifications and variations will be apparent to those skilled in the art without departing from the scope and spirit of the described implementations. The terminology used herein is chosen to best explain the principles, practical applications, or improvements to technology in the market, or to enable others skilled in the art to understand the various implementations disclosed herein.
Claims
1. A method for interface interaction, comprising: Presenting the first interactive scene; Receive a first operation, the first operation being used to adjust the first interactive scenario; Present first information, which describes the first operation; as well as A second interactive scenario is presented, which is obtained by the intelligent system based on the first interactive scenario and the first information.
2. The method according to claim 1, wherein the first interactive scenario includes at least one object, the first operation is used to adjust the at least one object, and the adjustment method of the at least one object is related to the type of the first operation.
3. The method of claim 2, wherein the at least one object includes a first object, and the receiving of the first operation includes: The first object is presented in the first style; as well as The first operation is received, the first operation corresponds to a first type, the first type is used to adjust the first object to a second style, and the first style and the second style indicate different attribute parameters of the first object.
4. The method of claim 3, wherein receiving the first operation comprises: Present the first input component; as well as The first input is received through the first input component, and the first input indicates that the first object is adjusted in a first manner.
5. The method of claim 2, wherein the at least one object includes a second object, the first operation corresponds to a second type, and the second type is used to stop presenting the second object in the first interactive scene.
6. The method of claim 1, wherein receiving the first operation comprises: Receive a second operation, the second operation being used to select a first area of a first interactive scene; Present the second input component; as well as The second input is received via the second input component, and the second input indicates that the first region should be adjusted in a second manner.
7. The method of claim 6, wherein the second interactive scene includes a first scene representation, the first scene representation corresponding to the first region, the first scene representation being obtained based on the second input.
8. The method according to claim 7, further comprising: A prompt message is presented, which is used to obtain a third input, the third input indicating the interaction method represented by the first scene.
9. The method of claim 1, wherein the first information indicates at least one of the following: The operation type of the first operation; Object information, the object information describing at least one object, the first operation being used to adjust the at least one object; The operation position of the first operation.
10. The method according to claim 1, further comprising: Presenting the first entrance; Receive a third operation, the third operation being used to trigger the first entry point; as well as The system presents second information describing at least one operation, which is used to adjust the first interactive scene, including the first operation.
11. The method of claim 10, wherein presenting the second information comprises: The first media content is presented, which includes a first scene image of the first interactive scene and at least one identifier, the at least one identifier indicating at least one location, the at least one location corresponding to at least one operation.
12. The method according to claim 1, further comprising: Multiple elements are presented, and the multiple elements correspond to different stages of the first interactive scene; A third operation is received, the third operation being used to select a first element, the plurality of elements including the first element, the first element corresponding to a first stage; as well as A first interactive interface is presented, which corresponds to the first stage.
13. The method of claim 12, wherein receiving the first operation comprises: Through the first element, a fourth operation is received, the fourth operation being used to create a second interactive interface, the second interactive interface having the same attributes as the first interactive interface; as well as The first operation is received, which is used to adjust at least a portion of the second interactive interface.
14. The method of claim 12, wherein presenting the plurality of elements comprises: A node graph is presented, which includes multiple nodes, each corresponding to a multiple element, and the connections between the multiple nodes indicate the association relationship of the corresponding stages.
15. The method according to claim 1, further comprising: Presenting a second entrance; Receive a sixth operation, which is used to trigger the second entry point; as well as A second interactive interface is presented, which interacts with the second interactive scene.
16. The method of claim 15, wherein the second interactive scene includes a third object, and the method further comprises: Receive a seventh operation, the seventh operation being used to replace the third object; as well as Stop rendering the third object and render the fourth object.
17. The method of claim 16, wherein the receiving seventh operation comprises: The first component is presented, which displays multiple materials, each corresponding to a different object; as well as The seventh operation is received, which is used to select a first material, the first material corresponding to the fourth object.
18. A device for interface interaction, comprising: The first presentation module is configured to present the first interactive scene; The first receiving module is configured to receive a first operation, which is used to adjust the first interactive scenario. The second presentation module is configured to present first information, which describes the first operation. as well as The third presentation module is configured to present a second interactive scene, which is obtained by the intelligent system based on the first interactive scene and the first information.
19. An electronic device comprising: At least one processor; as well as At least one memory coupled to the at least one processor and storing instructions for execution by the at least one processor, the instructions causing the electronic device to perform the method according to any one of claims 1 to 17 when executed by the at least one processor.
20. A computer program product tangibly stored in a computer storage medium and comprising computer-executable instructions that, when executed by a device, cause the device to perform the method according to any one of claims 1 to 17.