Method and device for processing virtual items, electronic device, and computer program
The method simplifies the discarding of virtual items by displaying a list in response to a trigger operation, reducing operational steps and enhancing interaction efficiency in virtual scenes.
Patent Information
- Application Number
- JP2024526941
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-01-21
- Filing Date
- 2022-10-27
- Publication Date
- 2024-12-24
- Estimated Expiration
- 2042-10-27
AI Technical Summary
Existing methods for discarding virtual items in virtual scenes require multiple steps, leading to inefficient human-computer interaction.
A method and apparatus that simplifies the process by displaying a virtual item list in response to a trigger operation, allowing users to discard virtual items directly within the scene through a single operation.
This approach reduces the number of steps required to discard virtual items, enhancing interaction efficiency and improving the user's gaming experience by allowing quicker item disposal during battles.
Smart Images

Figure 2024546415000001_ABST
Abstract
Description
[Technical field]
[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application is filed based on a Chinese patent application bearing application number 202210073879.7, filed with the China Patent Office on January 21, 2022, and claims priority to the Chinese patent application, the entire contents of which are incorporated herein by reference.
[0002] The present application relates to the technical field of human-computer interaction (HCI), and in particular to a method and device for processing virtual items, an electronic device, a computer-readable storage medium, and a computer program product. [Background technology]
[0003] Display technology based on graphics processing hardware has expanded the channels for sensing the environment and acquiring information. In particular, the display technology of virtual scenes can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has a variety of typical application scenes, for example, in the virtual scene of a game, it can simulate a realistic battle (combat) process between virtual objects.
[0004] With the spread of information technology, electronic devices can realize richer and more vivid virtual scenes, typically in games, and more and more users are participating in virtual scene interactions through electronic devices. For example, in one round of a game, a user can control a virtual object to exchange supplies with virtual objects controlled by other users, or clear virtual items in a backpack.
[0005] However, in the technical solution provided by the related technology, when throwing away (discarding) a virtual item, the user needs to first click the backpack button to enter the backpack interface, select the virtual items that need to be discarded in the backpack interface, and then select the number of items to be discarded and discarded.
[0006] As can be seen, in the technical solutions provided by the related art, when discarding a virtual item, the user needs to perform many steps, resulting in low efficiency of human-computer interaction. Summary of the Invention
[0007] The embodiments of the present application provide a virtual item processing method and device, an electronic device, a computer-readable storage medium, and a computer program product, which can simplify the user's operation process when controlling a virtual object to discard a virtual item, thereby improving human-computer interaction efficiency in the process of discarding a virtual item.
[0008] The technical solutions of the embodiments of the present application are realized as follows.
[0009] An embodiment of the present application provides a method for processing a virtual item executed by an electronic device, the method comprising: displaying a virtual scene, the virtual scene including a first virtual object and an entry in a first virtual item list; In response to a trigger operation on an entry of the first virtual item list, displaying the first virtual item list in the virtual scene, the first virtual item list including at least one type of virtual item possessed by the first virtual object; and controlling the first virtual object to discard at least one of the types of virtual items in response to a first trigger operation on the type of virtual item in the first virtual item list.
[0010] An embodiment of the present application provides an apparatus for processing a virtual item, the apparatus comprising: a display module; and a control module; The display module is configured to display a virtual scene, the virtual scene including a first virtual object and an entry in a first virtual item list; The display module is further configured to display the first virtual item list in the virtual scene in response to a trigger operation on an entry of the first virtual item list, the first virtual item list including at least one type of virtual item possessed by the first virtual object; The control module is configured to control the first virtual object to discard at least one of the types of virtual items in response to a first trigger operation on any one of the types of virtual items in the first virtual item list.
[0011] An embodiment of the present application provides an electronic device, the electronic device comprising: a memory for storing executable instructions; and a processor that, when executing executable instructions stored in the memory, implements a method for processing virtual items according to an embodiment of the present application.
[0012] An embodiment of the present application provides a computer-readable storage medium having stored thereon executable instructions for causing a processor to implement a method for processing virtual items according to an embodiment of the present application.
[0013] An embodiment of the present application provides a computer program product including a computer program or instructions for causing a processor to implement a method for processing virtual items according to an embodiment of the present application.
[0014] The embodiments of the present application have the following beneficial effects:
[0015] An entrance of the virtual item list is set in a virtual scene, and when a trigger operation on the entrance of the virtual item list is accepted, the virtual item list is displayed in the virtual scene, and then, when a trigger operation on any one type of virtual item in the virtual item list is accepted, a first virtual object is controlled to discard at least one arbitrary type of virtual item, thereby quickly discarding the virtual items only within the virtual scene, simplifying the user's operation process when controlling the virtual object to discard the virtual item, and thereby improving the efficiency of human-computer interaction. [Brief description of the drawings]
[0016] [Figure 1A] 2 is a schematic diagram of an application mode of the method for processing virtual items according to an embodiment of the present application; FIG. [Figure 1B] 2 is a schematic diagram of an application mode of the method for processing virtual items according to an embodiment of the present application; FIG. [Diagram 2] 4 is an exemplary structural diagram of a terminal device 400 according to an embodiment of the present application. [Diagram 3] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. [Figure 4A] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 4B] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 4C] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 4D] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 5A] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. [Figure 5B] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. [Figure 6A] FIG. 1 is a schematic diagram of an application scene of a virtual item processing method according to the related art; [Figure 6B] FIG. 1 is a schematic diagram of an application scene of a virtual item processing method according to the related art; [Figure 7A] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 7B] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 7C] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 7D] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 7E] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 7F] FIG. 2 is a schematic diagram of an application scene of the virtual item processing method according to an embodiment of the present application; [Figure 8] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. [Figure 9] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. [Figure 10] 1 is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be described in more detail hereinafter with reference to the drawings, and the described embodiments should not be understood as limitations to the present application, and all other embodiments obtained by those skilled in the art without creative efforts shall be included in the protection scope of the present invention.
[0018] In the following description, the term "some embodiments" refers to a subset of all possible embodiments, and it is understood that the terms "some embodiments" may refer to the same or different subsets of all possible embodiments, which may be combined with each other without conflict.
[0019] It can be understood that, although the embodiments of the present application refer to relevant data such as user information, when the embodiments of the present application are applied to a particular product or technology, user permission or consent must be obtained, and the collection, use and processing of the relevant data should comply with the relevant laws, regulations and standards of the relevant country or region.
[0020] The terms "first / second / ..." referred to in the following description are merely intended to distinguish between similar objects and do not represent a particular order of the objects, and it will be understood that "first / second / ..." may, in some cases, interchange a particular order or precedence, such that the embodiments of the present application described herein may be performed in an order other than that illustrated or described.
[0021] The term "plurality" as referred to in the following description refers to at least two.
[0022] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to be limiting of the present application.
[0023] Before describing the embodiments of the present application in more detail, the nouns and terms related to the embodiments of the present application are explained, and the nouns and terms related to the embodiments of the present application are applicable to the following description.
[0024] 1) The term “in response to…” refers to a condition or state upon which the operation to be performed depends, and when the dependent condition or state is satisfied, the operation or operations to be performed may be performed in real time or may have a configured delay, and unless otherwise specified, there is no execution order restriction between the operations to be performed.
[0025] 2) "Virtual scene" refers to a scene that is displayed (or provided) when a game program is executed on a terminal device. The scene may be a simulated environment of the real world, a semi-simulated / semi-fictional environment, or a purely fictional virtual environment. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, and a 3D virtual scene, and the embodiments of the present application are not limited with respect to the dimensions of the virtual scene. For example, the virtual scene may include sky, land, sea, etc., the land may include environmental elements such as deserts and cities, and the user can control virtual objects to move in the virtual scene.
[0026] 3) "Virtual object" refers to images of various people and objects that can be interacted with in a virtual scene, or movable objects in the virtual scene. The movable objects may be virtual people, virtual animals, animated characters, such as people, animals, etc., displayed in the virtual scene. The virtual object may be a virtual character in the virtual scene to represent a user. A virtual scene may include multiple virtual objects, and each virtual object in the virtual scene has its own shape and volume and occupies a partial space of the virtual scene.
[0027] 4) "Scene data" refers to the feature data of a virtual scene, and may be, for example, the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc., or may include the position of the virtual building in the virtual scene, and the site area of the virtual building, etc.
[0028] 5) "Virtual item" refers to various types of items that can be used by virtual objects in a virtual scene, including, for example, virtual medicines, virtual drinks, etc. for recovering the state parameters (e.g., life value, stamina value) of the virtual object, and virtual weapons for attacking other objects in the virtual scene, such as virtual grenades and virtual firearms.
[0029] The embodiments of the present application provide a virtual item processing method and its device, electronic device, computer-readable storage medium, and computer program product, which can improve the efficiency of discarding a virtual item in a virtual scene by simplifying the user's operation process when controlling a virtual object to discard a virtual item. In order to make it easier to understand the virtual item processing method according to the embodiments of the present application, an exemplary implementation scene of the virtual item processing method according to the embodiments of the present application will first be described, and the virtual scene of the virtual item processing method according to the embodiments of the present application may be output completely by a terminal device alone, or may be output by a terminal device and a server together.
[0030] In some embodiments, the virtual scene may be an environment in which virtual objects (e.g., game characters) can interact, for example a virtual scene in which game characters can engage in combat in the virtual scene, and by controlling the movements of the game characters, interactions can occur in the virtual scene, thereby allowing a user to relieve stress in their life while playing a game.
[0031] In one implementation scenario, refer to Fig. 1A, which is a schematic diagram of an application mode of a virtual item processing method according to an embodiment of the present application. The virtual item processing method is suitable for several application modes, such as single-player / offline mode games, which can fully rely on the graphics processing hardware computing capabilities of the terminal device 400 to complete the computing of the relevant data of the virtual scene 100. The output of the virtual scene is realized by various different types of terminal devices 400, such as smartphones, tablet computers and virtual reality / augmented reality devices.
[0032] As an example, types of graphics processing hardware include Central Processing Units (CPUs) and Graphics Processing Units (GPUs).
[0033] After forming the visual perception of the virtual scene 100, the terminal device 400 uses the graphic computing hardware to calculate the data required for display, and completes loading, parsing, and rendering of the display data. The graphic output hardware outputs the video frames that can form the visual perception of the virtual scene, for example, displaying two-dimensional video frames on the display screen of a smartphone, or projecting the video frames on the lens of an augmented reality / virtual reality glasses, which can realize a three-dimensional display effect. In addition, for various sensory effects, the terminal device 400 can use different hardware to form one or more of an auditory perception, a tactile perception, a kinesthetic perception, and a gustatory perception.
[0034] As an example, the terminal device 400 executes a client 410 (e.g., a single-player game application), and outputs a virtual scene including a role play during the execution process of the client 410. The virtual scene may be an environment for game character interaction, for example, a plain, a city, a valley, etc. for game character battle. Taking a virtual scene 100 displayed from a third-person perspective as an example, a first virtual object 101 is displayed in the virtual scene 100, where the first virtual object 101 may be a game character controlled by a user, that is, the first virtual object 101 is controlled by a real user and moves in the virtual scene 100 in response to the real user's operation on a controller (e.g., a touch screen, an audio switch, a keyboard, a mouse, a joystick, etc.). For example, when a real user moves a joystick (including a virtual joystick and a real joystick) to the right, the first virtual object 101 moves to the right in the virtual scene 100, and can hold a stationary state in place, jump, or control the first virtual object 101 to perform a shooting operation.
[0035] For example, a first virtual object 101 and an entrance 102 of a first virtual item list are displayed in the virtual scene 100, and when the client 410 receives a trigger operation (e.g., a click operation) by a user on the entrance 102 of the first virtual item list, a first virtual item list 103 is displayed in the virtual scene 100, where the first virtual item list 103 includes at least one type of virtual item owned by the first virtual object 101, for example, a "bandage" 1031 and a "medical kit" 1032, where the number of "bandages" owned is 10 and the number of "medical kits" owned is 1. Thereafter, when the client 410 receives a first trigger operation by the user on the “Bandage” 1031 displayed in the first virtual item list 103 (e.g., a click operation or a drag operation on the “Bandage” 1031), it controls the first virtual object 101 to discard at least one (e.g., two) “Bandages”, in which case the number of “Bandages” 1031 held displayed in the first virtual item list 103 is also updated from 10 to 8, and in this way, the virtual item can be discarded only in the virtual scene, simplifying the user's operation process when controlling (operating) the virtual object to discard the virtual item, and improving the efficiency of discarding the virtual item in the virtual scene.
[0036] In another implementation scenario, refer to Fig. 1B, which is a schematic diagram of an application mode of a virtual item processing method according to an embodiment of the present application, in which the virtual item processing method is applied to a terminal device 400 and a server 200, and relies on the computing capability of the server 200 to complete the calculation of the virtual scene, and outputs the virtual scene on the terminal device 400.
[0037] Take forming a visual perception of a virtual scene 100 as an example, the server 200 calculates display data (such as scene data) related to the virtual scene and transmits it to the terminal device 400 via the network 300, and the terminal device 400 relies on the graphic computing hardware to complete the loading, analysis, and rendering of the display data, and relies on the graphic output hardware to output the virtual scene to form a visual perception, for example, displaying a two-dimensional video frame on the display screen of a smartphone, or projecting a video frame onto the lens of an augmented reality / virtual reality glasses, which can realize a three-dimensional display effect. As can be understood, the perception formed in the virtual scene can be realized by the output of the relevant hardware of the terminal device 400, for example, using a microphone to form an auditory perception, and using a vibrator to form a tactile perception.
[0038] As an example, the terminal device 400 executes a client 410 (e.g., an online game application), connects to the server 200 (e.g., a game server) with other users, and performs game interactions. The terminal device 400 outputs a virtual scene 100 of the client 410, and the virtual scene 100 displayed from a third-person perspective will be described as an example. A first virtual object 101 is displayed in the virtual scene 100, where the first virtual object 101 may be a game character controlled by a user, that is, the first virtual object 101 is controlled by a real user and moves in the virtual scene 100 in response to an operation on a controller (e.g., a touch screen, an audio switch, a keyboard, a mouse, a joystick, etc.) by the real user. For example, when the real user moves the joystick to the right, the first virtual object 101 moves to the right in the virtual scene 100, and can hold a stationary state in place, jump, or control the first virtual object 101 to perform a shooting operation.
[0039] For example, a first virtual object 101 and an entrance 102 of a first virtual item list are displayed in the virtual scene 100, and when the client 410 receives a trigger operation (e.g., a click operation) by a user on the entrance 102 of the first virtual item list, a first virtual item list 103 is displayed in the virtual scene 100, where the first virtual item list 103 includes at least one type of virtual item owned by the first virtual object 101, for example, a "bandage" 1031 and a "medical kit" 1032, where the number of "bandages" owned is 10 and the number of "medical kits" owned is 1. Then, when the client 410 receives a first trigger operation by the user on the "bandage" 1031 displayed in the first virtual item list 103 (e.g., a click operation or a drag operation on the "bandage" 1031), it controls (operates) the first virtual object 101 to discard at least one (e.g., two) "bandages", in this case, the number of "bandages" 1031 held displayed in the first virtual item list 103 is also updated from 10 to 8, in this way, the virtual item can be discarded only in the virtual scene, which simplifies the user's operation process when controlling the virtual object to discard a virtual item, and improves the efficiency of discarding virtual items in the virtual scene.
[0040] In some embodiments, the terminal device 400 can realize the method for processing virtual items according to the embodiments of the present application by executing a computer program. For example, the computer program may be a native program or software module in an operating system, or may be a native application (APP), i.e., a program that needs to be installed in an operating system to run, such as a shooting game APP (i.e., the above-mentioned client 410), or may be a mini-program, i.e., a program that can be run simply by downloading it to a browser environment, or may be a game mini-program that can be embedded in any APP. In short, the above-mentioned computer program may be any form of application, module, or plug-in.
[0041] Taking the computer program as an example of an application, in actual implementation, an application supporting a virtual scene is installed and executed on the terminal device 400. The application may be any one of a first-person shooter game (FPS), a third-person shooter game, a virtual reality application, a three-dimensional map program, or a multiplayer gun battle survival game. A user can use the terminal device 400 to manipulate a virtual object in a virtual scene to perform an action, the action including, but not limited to, at least one of adjusting a body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing a virtual building. Exemplarily, the virtual object may be a virtual person such as a simulation human character or an animation character.
[0042] In some other embodiments, the embodiments of the present application may further be realized by Cloud Technology, which refers to a hosting technology that integrates a set of resources such as hardware, software, and networks within a wide area network or a local area network to realize data calculation, storage, processing, and sharing.
[0043] Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology that are applied based on the cloud computing business mode, which can form a resource pool and can be used as needed, flexible and convenient. Cloud computing technology is an important support. The back-end service of the technical network system requires a large amount of computing and storage resources.
[0044] 1B may be an independent physical server, a server cluster or a distributed system configured by a plurality of physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, an intelligent dialogue device, an in-vehicle terminal, and the like. The terminal device 400 and the server 200 may be directly or indirectly connected to each other by a wired or wireless communication method, and the embodiment of the present application is not limited thereto.
[0045] The structure of the terminal device 400 shown in FIG. 1A will be described below. Referring to FIG. 2, FIG. 2 is an exemplary structural diagram of the terminal device 400 according to an embodiment of the present application, and the terminal device 400 shown in FIG. 2 includes at least one processor 420, a memory 460, at least one network interface 430 and a user interface 440. Each component of the terminal device 400 is coupled via a bus system 450. It can be understood that the bus system 450 is used to realize the connection communication between these components. In addition to the data bus, the bus system 450 further includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, various buses are labeled as the bus system 450 in FIG. 2.
[0046] The processor 420 may be an integrated circuit chip having signal processing capabilities, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc., where the general purpose processor may be a microprocessor or any conventional processor, etc.
[0047] The user interface 440 includes one or more output devices 441 that enable media content to be displayed, including one or more speakers and / or one or more visual display screens, and further includes one or more input devices 442 that include user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons or controls, etc.
[0048] Memory 460 may be removable, non-removable, or a combination thereof, and example hardware devices thereof include solid-state memory, hard disk drives, optical disk drives, etc. Memory 460 optionally includes one or more storage devices that are remote in physical location from processor 420.
[0049] The memory 460 may include volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be Read Only Memory (ROM), and the volatile memory may be Random Access Memory (RAM). The memory 460 described in the embodiments of the present application is intended to include any suitable type of memory.
[0050] In some embodiments, memory 460 may store data, examples of which include programs, modules, and data structures, or a subset or superset thereof, to support various operations, as illustratively described below.
[0051] The operating system 461 includes system programs for processing various basic system services and executing tasks related to hardware, such as a framework layer, a core library layer, a driver layer, etc., which are used to realize various basic services and process hardware-based tasks.
[0052] The network communications module 462 is used to reach other computing devices via one or more (wired or wireless) network interfaces 430; exemplary network interfaces 430 include Bluetooth® technology, Wireless Fidelity (WiFi), and Universal Serial Bus (USB), among others.
[0053] The display module 463 is used to cause information to be displayed by one or more output devices 441 (e.g., displays, speakers, etc.) associated with the user interface 440 (e.g., the user interface for operating peripherals and displaying content and information).
[0054] The input processing module 464 is used to detect one or more user inputs or interactions from one of the one or more input devices 442 and to interpret the detected inputs or interactions.
[0055] In some embodiments, the virtual item processing device according to the embodiments of the present application can be realized in the form of software, and FIG. 2 shows a virtual item processing device 465 stored in memory 460. The virtual item processing device 465 may be software in the form of a program, plug-in, etc., and includes software modules such as a display module 4651, a control module 4652, a switching module 4653, a determination module 4654, an application module 4655, and an update module 4656, which are logical and can be arbitrarily combined or further divided based on the functions to be realized. It should be noted that, although FIG. 2 shows all the above modules at once for the convenience of representation, it should not be considered that the virtual item processing device 465 includes only the display module 4651 and the control module 4652. The functions of each module are described below.
[0056] The following is a detailed description of a method for processing a virtual item according to an embodiment of the present application with reference to the drawings. The method for processing a virtual item according to an embodiment of the present application may be performed independently by the terminal device 400 in FIG. 1A, or may be performed cooperatively by the terminal device 400 and the server 200 in FIG. 1B.
[0057] Hereinafter, the method for processing a virtual item according to an embodiment of the present application will be described by taking as an example the terminal device 400 of FIG. 1A alone performing the method for processing a virtual item according to an embodiment of the present application. Referring to FIG. 3, FIG. 3 is an exemplary flowchart of the method for processing a virtual item according to an embodiment of the present application, which will be described with reference to the steps shown in FIG. 3.
[0058] It should be noted that the method shown in FIG. 3 can be performed by various forms of computer programs executed on the terminal device 400, and is not limited to the above-mentioned client 410, but can be performed by the above-mentioned operating system 461, software modules, scripts, etc., and therefore the client should not be considered as a limitation of the embodiments of the present application.
[0059] In step 101, a virtual scene is displayed.
[0060] Here, the virtual scene includes a first virtual object and an entry for a first virtual item list.
[0061] In some embodiments, a client supporting a virtual scene is installed on the terminal device (e.g., if the virtual scene is a game, the corresponding client may be a game APP such as a shooting game APP or a multiplayer online tactical competitive game APP), and when a user launches the client installed on the terminal device (e.g., a user clicks on an icon corresponding to the shooting game APP displayed on the user interface of the terminal device), and the terminal device executes the client, a first virtual object (e.g., virtual object A controlled by user 1) and an entrance of a first virtual item list can be displayed in the virtual scene displayed on the human-computer interaction interface of the client.
[0062] In some embodiments, the client's human-computer interaction interface may display the virtual scene from a first-person perspective (e.g., a user plays a virtual object in a game from his or her own perspective), may display the virtual scene from a third-person perspective (e.g., a user plays a game by chasing a virtual object in the game), or may display the virtual scene from a bird's-eye view, where the different perspectives can be switched between at will.
[0063] As an example, the first virtual object may be an object controlled by the current user in the game, and the virtual scene may of course include other virtual objects, such as virtual objects controlled by other users or controlled by a robot program. The virtual objects may be divided into any one of a number of camps, and the camps may have an adversarial or cooperative relationship, and the camps in the virtual scene may include one or all of the above relationships.
[0064] Taking the first-person perspective display of a virtual scene as an example, displaying the virtual scene in the human-computer interaction interface may include determining a viewing area of a first virtual object based on an observation position and a viewing area of the first virtual object in the complete virtual scene, and displaying a partial virtual scene located in the viewing area in the complete virtual scene, that is, the displayed virtual scene may be a part of the virtual scene for a panoramic virtual scene. The first-person perspective is the viewing angle that can have the most impact on the user, so that the user's immersive feeling during operation can be realized.
[0065] Taking the bird's-eye perspective display of the virtual scene as an example, displaying the virtual scene in the human-computer interaction interface may include, in response to a zoom operation on the panoramic virtual scene, displaying a portion of the virtual scene corresponding to the zoom operation on the human-computer interaction interface, that is, the displayed virtual scene may be a portion of the virtual scene for the panoramic virtual scene. In this way, the operability of the user during operation can be improved, and the efficiency of human-computer interaction can be improved.
[0066] In step 102, in response to a trigger operation on an entry of the first virtual item list, the first virtual item list is displayed in the virtual scene.
[0067] Here, the first virtual item list includes at least one type of virtual item possessed by the first virtual object. For example, all types of virtual items possessed by the first virtual object may be displayed in the first virtual item list. Of course, first, from all types of virtual items possessed by the first virtual object, virtual items whose usage frequency is greater than a frequency threshold may be determined, and the virtual items whose usage frequency is greater than the frequency threshold may be displayed in the first virtual item list.
[0068] As an example, assuming that the first virtual object is virtual object A controlled by user 1 and virtual object A has five different virtual items such as a “bandage”, a “medical kit”, an “energy drink”, a “grenade” and a “sight”, the above five different virtual items may be displayed simultaneously in the first virtual item list, and of course, only virtual items whose usage frequency is greater than a frequency threshold may be displayed in the first virtual item list. For example, if the usage frequency of “bandage” and “medical kit” is greater than a frequency threshold, only “bandage” and “medical kit” may be displayed in the first virtual item list.
[0069] In addition, among all types of virtual items possessed by the first virtual object, virtual items having the same function (for example, the types of the first virtual item list include a medicine list, a thrown object list, etc.) may be displayed in the first virtual item list. For example, assuming that the types of virtual items possessed by the first virtual object include "bandages", "medical kits", "energy drinks", "grenades" and "sights", here, "bandages", "medical kits" and "energy drinks" can all be used to restore the life value of the first virtual object, and "bandages", "medical kits" and "energy drinks" may be displayed in the first virtual item list. The embodiments of the present application are not particularly limited to the types of virtual items displayed in the first virtual item list.
[0070] In some embodiments, the first virtual item list may have various different states, for example, including a discard state and a use state, where the discard state is a state in which any one type of virtual item is selected and discarded, and the use state is a state in which any one type of virtual item is selected and used, and the client may further perform the following processes when responding to a trigger operation on the entrance of the first virtual item list: display a state control, where the state control is used to switch the state of the first virtual item list when triggered (for example, assuming that the current state of the first virtual item list is a discard state, when a user clicks on the state control, the state of the first virtual item list is switched from the discard state to the use state, and when a user clicks on the state control again, the state of the first virtual item list is returned from the use state to the discard state), and represent different states in a differentiated display manner, for example, by presenting them in different colors, sizes, or characters (for example, by displaying the presentation characters "discard" or "use").
[0071] For example, refer to FIG. 4A, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 4A, a first virtual object 401 and a first virtual item list entrance 402 are displayed in a virtual scene 400. When a user clicks on the first virtual item list entrance 402, a first virtual item list 403 and a state control 404 are displayed in the virtual scene 400. Furthermore, a presentation character "discard" 405 is displayed near the first virtual item list 403 to notify the user that the first virtual item list 403 is currently in a discarded state. When a user clicks on the state control 404, the state of the first virtual item list 403 is switched from the discarded state to a used state, and a presentation character "use" 406 is displayed near the first virtual item list 403 to notify the user that the state of the first virtual item list 403 has been switched to a used state. If the user clicks on the state control 404 again, the state of the first virtual item list 403 may be changed back from used to discarded.
[0072] In some other embodiments, the step of displaying the first virtual item list in the virtual scene can be realized by performing one of the following processes: a process of displaying a first virtual item list in the virtual scene for each type of virtual item possessed by the first virtual object, where the first virtual item list includes one virtual item of each type; and a process of displaying a first virtual item list in the virtual scene for the number of virtual items possessed by the first virtual object for each type of virtual item, where the first virtual item list includes the number of virtual items of each type.
[0073] As an example, assume that the first virtual object is a virtual object A controlled by a user 1 and the virtual object A has three different types of virtual items, namely, a "bandage", a "medical kit" and an "energy drink". In this case, if the number of "bandages" owned is 10, the number of "medical kits" owned is 1, and the number of "energy drinks" owned is 3, then one "bandage", one "medical kit" and one "energy drink" may be displayed in the first virtual item list, and of course, ten "bandages", one "medical kit" and three "energy drinks" may be displayed in the first virtual item list, and the embodiment of the present application does not have any particular limitations on the number of each type of virtual item to be displayed.
[0074] In some embodiments, the step of displaying the first virtual item list in the virtual scene can be realized in the following manner: A first virtual item list formed by at least one kind of virtual item possessed by a first virtual object is displayed in the virtual scene in order, where the display order of the at least one kind of virtual item can be in descending order of the number of virtual items possessed by each kind of virtual item, for example, the virtual item possessed in the largest number can be displayed at the top of the first virtual item list, and the virtual item possessed in the smallest number can be displayed at the bottom of the first virtual item list, that is, the more virtual items possessed, the more prominent their display positions in the first virtual item list, which facilitates the user's selection and discarding, for example, the user can discard the most virtual items to a teammate for item exchange without scrolling down the first virtual item list.
[0075] In some other embodiments, the display order of the at least one type of virtual item may further be in order of the frequency of use of each type of virtual item, for example, the most frequently used virtual item may be displayed at the top of the first virtual item list, and the least frequently used virtual item may be displayed at the bottom of the first virtual item list, i.e., the more frequently used a virtual item is, the more prominent its display position in the first virtual item list, thereby making it easier for the user to select and discard, for example, the user can discard a frequently used virtual item to a teammate without scrolling down the first virtual item list.
[0076] In some embodiments, the display order of at least one type of virtual item may further be in ascending order of the difference between the last use time and the current time of each type of virtual item, for example, a virtual item with the smallest difference between its last use time and the current time may be displayed at the top of the first virtual item list, and a virtual item with the largest difference between its last use time and the current time may be displayed at the bottom of the first virtual item list, i.e., the closer the last use time of a virtual item is to the current time, the more prominent its display position in the first virtual item list, thereby making it easier for a user to select and discard, for example, a user can discard the last used virtual item to a teammate without scrolling down the first virtual item list.
[0077] In some embodiments, the display order of the at least one type of virtual item may further be in order of the probability of use of each type of virtual item from highest to lowest, for example, the virtual item with the highest probability of use may be displayed at the top of the first virtual item list, and the virtual item with the lowest probability of use may be displayed at the bottom of the first virtual item list, i.e., the higher the probability of use of a virtual item, the more prominent its display position in the first virtual item list, thereby making it easier for a user to select and discard, for example, a user can discard the virtual item with the highest probability of use to a teammate without scrolling down the first virtual item list.
[0078] As an example, assume that the first virtual object is virtual object A controlled by user 1 and virtual object A has three different types of virtual items, namely, “bandages”, “medical kits”, and “energy drinks”. In this case, if the number of “bandages” owned is 10, the number of “medical kits” owned is 1, and the number of “energy drinks” owned is 3, the display order of these three types of virtual items in the first virtual item list is “bandages”, “energy drinks”, and “medical kits”.
[0079] As an example, assume that the first virtual object is virtual object A controlled by user 1, virtual object A has three different virtual items, namely, a “bandage”, a “medical kit”, and an “energy drink”, and user 1 has controlled virtual object A in the past week and used the “bandage” 20 times, the “medical kit” 5 times, and the “energy drink” 3 times. In this example, the display order of the three virtual items in the first virtual item list is “bandage”, “medical kit”, and “energy drink”.
[0080] As an example, assume that the first virtual object is virtual object A controlled by user 1, virtual object A has three different virtual items, namely, a “bandage”, a “medical kit”, and an “energy drink”, and user 1 controlled virtual object A and used the “medical kit” one minute ago, controlled virtual object A and used the “energy drink” five minutes ago, and controlled virtual object A and used the “bandage” ten minutes ago, then the display order of these three types of virtual items in the first virtual item list is “medical kit”, “energy drink”, and “bandage”.
[0081] As an example, assuming that the first virtual object is virtual object A controlled by user 1, and virtual object A has three different types of virtual items, namely, a “bandage”, a “medical kit”, and an “energy drink”, and at the same time, it is determined that the probability of using the “bandage” is 80%, the probability of using the “medical kit” is 90%, and the probability of using the “energy drink” is 70%, then the display order of the three types of virtual items in the first virtual item list is “medical kit”, “bandage”, and “energy drink”.
[0082] In some other embodiments, following the above, the use probability of each type of virtual item can be determined in the following manner: Perform feature extraction processing on the environment information of the virtual scene (e.g., the map type and map size of the virtual scene), the state parameters of the first virtual object (e.g., life value, vitality value, ammunition amount, number of medicines, etc.), the attribute information of the objects included in the first camp to which the first virtual object belongs (e.g., the number of objects, position distribution, etc.), the attribute information of the objects included in the second camp, and each function of each type of virtual item, and call a machine learning model based on the feature information obtained by extraction to perform prediction processing to obtain the use probability of each type of virtual item. Here, the first camp to which the first virtual object belongs and the second camp are enemy camps, and the machine learning model is obtained by training based on environmental information of the sample virtual scene extracted based on historical operation data of the expert account, state parameters of the sample virtual object controlled by the expert account, attribute information of other objects included in the camp to which the sample virtual object belongs, attribute information of objects included in the enemy camp with respect to the camp to which the sample virtual object belongs, and marking data, wherein the level of the expert account is greater than a level threshold, and the marking data includes types of virtual items used by the expert account to control the sample virtual object during the interaction process.
[0083] For example, the terminal device (or server) can call the initialized machine learning model to perform prediction processing based on the environmental information of the sample virtual scene extracted from the historical operation data of the expert account, the state parameters of the sample virtual object controlled by the expert account, the attribute information of other objects included in the camp to which the sample virtual object belongs, and the attribute information of objects included in the hostile camp to which the sample virtual object belongs, to obtain the use probability of each type of virtual item, and then substitute the use probability and marking data into a loss function to perform backpropagation processing, update the parameters of the machine learning model, and obtain a trained machine learning model.
[0084] Illustratively, an exemplary structure of the machine learning model may include an input layer (i.e., an embedding layer), an encoding layer (e.g., composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function such as a Softmax function). For example, after extracting feature information, the feature information is first input to the input layer to perform an embedding process, then an encoding process is performed on the embedded feature vector output from the input layer via the encoding layer to obtain a hidden layer feature vector, and then a fully connected process is performed on the hidden layer feature vector via the fully connected layer. Finally, the fully connected result output from the fully connected layer is input to the output layer, and an activation process is performed in the output layer to obtain the usage probability for each type of virtual item.
[0085] Below we explain the loss functions used in the process of training machine learning models.
[0086] In embodiments of the present application, a variety of different types of loss functions can be used to train the machine learning model, including, for example, a regression loss function, a binary classification loss function, a hinge loss, a multi-class classification loss function, and a multi-class classification cross-entropy loss.
[0087] Illustratively, multi-class classification cross-entropy loss is a generalization of binary cross-entropy loss, where for an input vector Xi and a corresponding one-hot encoded target vector Yi, the loss is: TIFF2024546415000002.tif9170
[0088] Where: TIFF2024546415000003.tif6170 denotes an embedding representation of a one-hot coded vector of feature information for the i-th type virtual item (e.g., “medical kit”) above, where c denotes the total number of virtual items, TIFF2024546415000004.tif6170 shows the usage probability of the i-th type of virtual item predicted based on a machine learning model, e.g., the usage probability of a "medical kit."
[0089] For illustrative purposes, Hinge loss is mainly used in support vector machines with class labels (e.g., containing 1 and 0, where 1 indicates victory and 0 indicates failure). For example, the formula for Hinge loss for a data pair (x,y) is as follows: TIFF2024546415000005.tif6170
[0090] Here, y indicates the type of virtual item (i.e., actual value) that the expert account used to control the sample virtual object in the interaction process, f(x) indicates the usage probability (i.e., predicted value) of each type of virtual item predicted based on the machine learning model, and Hinge loss simplifies the mathematical operations of the support vector machine while maximizing the loss.
[0091] In addition, the above machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting decision tree (GBDT), a multi-layer perceptron, a support vector machine, etc., and the embodiments of the present application are not particularly limited to the type of machine learning model.
[0092] In some embodiments, referring to FIG. 5A, FIG. 5A is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application, and as shown in FIG. 5A, when a first virtual item list is displayed in a virtual scene, step 104A shown in FIG. 5A can be further performed, which will be described with reference to step 104 shown in FIG. 5A.
[0093] At step 104A, in response to the appearance of the second virtual object in the virtual scene, update a display manner of a virtual item of the type required by the second virtual object in the first virtual item list.
[0094] Here, the updated display manner is distinct from the display manner of other types of virtual items in the first virtual item list (e.g., highlighting the type of virtual item required by the second virtual object while displaying the other types of virtual items in a default display mode to distinguish them), and the second virtual object is an object that requires item support from the first virtual object in the virtual scene or an object that requires item exchange with the first virtual object.
[0095] In some embodiments, when the second virtual object is an object that requires item support from the first virtual object in the virtual scene, the type of virtual item required by the second virtual object in the first virtual item list can be determined in the following manner: Based on the state parameters of the second virtual object, the type of virtual item required by the second virtual object in the first virtual item list can be determined, for example, assuming that the second virtual object's current life value is lower than the life threshold, a virtual item used to restore life value (e.g., "bandage" or "medical kit") in the first virtual item list can be determined as the type of virtual item required by the second virtual object.
[0096] In some other embodiments, when the second virtual object is an object that requires an item exchange with the first virtual object in the virtual scene, the type of virtual item required by the second virtual object in the first virtual item list can be determined in the following manner: A type of virtual item whose number held by the second virtual object is lower than a number threshold is determined as a type of virtual item required by the second virtual object, for example, assuming that the number held by the second virtual object "energy drink" is lower than the number threshold, "energy drink" can be determined as a type of virtual item required by the second virtual object.
[0097] In some other embodiments, before updating the display method of the type of virtual item required by the second virtual object in the first virtual item list, the following processes may be executed: determining, as an object that requires item support from the first virtual object, an object whose distance to the first virtual object in the virtual scene is smaller than a distance threshold (e.g., 5 meters), whose status parameter is lower than a parameter threshold (e.g., a life value less than 50 points), and which belongs to the same camp as the first virtual object; determining, among at least one type of virtual item possessed by the first virtual object, a virtual item whose number is smaller than a number threshold (e.g., an average amount or a median amount possessed by a plurality of objects included in the first camp to which the first virtual object belongs), and determining, as an object that requires item exchange with the first virtual object, an object whose number of the virtual item possessed in the virtual scene is greater than the number threshold and which belongs to the same camp as the first virtual object.
[0098] As an example, assuming that the first virtual object is virtual object A controlled by user 1 and virtual object A currently possesses three different types of virtual items, namely, "bandages", "medical kits" and "energy drinks", in which the number of "bandages" possessed is 10, the number of "medical kits" possessed is 1 and the number of "energy drinks" possessed is 3, an object in the virtual scene possessing a number of "medical kits" greater than three (e.g., virtual object B belonging to the same camp as virtual object A) can be determined as an object requiring an item exchange with virtual object A.
[0099] For example, refer to FIG. 4B, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 4B, a first virtual item list 403 displays multiple different types of virtual items, including, for example, a “bandage” 4031, a “medical kit” 4032 and an “energy drink” 4033. Then, in response to the appearance of a second virtual object 404 in the virtual scene 400, the display manner of the type of virtual item required by the second virtual object 404 in the first virtual item list 403 is updated. For example, assuming that the type of virtual item required by the second virtual object 404 is a “medical kit”, the “medical kit” 4032 included in the first virtual item list 403 can be highlighted to suggest to the user to discard the “medical kit” 4032 for use by the second virtual object 404.
[0100] In some other embodiments, referring to FIG. 5B, FIG. 5B is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application, and as shown in FIG. 5B, when a first virtual item list is displayed in a virtual scene, step 104B and step 105B shown in FIG. 5B can be further performed, which will be described with reference to the steps shown in FIG. 5B.
[0101] At Step 104B, in response to the first virtual object not currently being able to reach the desired movement speed, updating a display manner of the recommended discard type of the virtual item in the first virtual item list.
[0102] Here, the desired moving speed is a moving speed that the first virtual object needs to reach in a certain environment (e.g., a mountain, a jungle) to catch up with or escape from the pursuit of an enemy virtual object, the updated display manner is distinctive from the display manners of other types of virtual items in the first virtual item list, and the recommended discard type is a type of virtual item that is recommended to be discarded so as to reduce the load on the first virtual object and enable the first virtual object to reach the desired moving speed.
[0103] In some embodiments, the moving speed of the first virtual object is negatively correlated with the load of the first virtual object, that is, the lighter the load of the first virtual object, the faster the moving speed of the first virtual object (however, there is an upper limit to the moving speed, and after reaching the upper limit of the moving speed, the moving speed of the first virtual object does not increase any more), and the recommended disposal type of the virtual item in the first virtual item list can be determined in the following manner: The recommended disposal type of the virtual item in the first virtual item list is determined based on the weight and the number of virtual items held by the first virtual object, for example, the type of virtual item whose number of held items is greater than the number threshold may be determined as the recommended disposal type, or the type of virtual item whose weight is greater than the weight threshold may be determined as the recommended disposal type, and of course, the weight and the number of held items of each type of virtual item may be comprehensively considered to determine the recommended disposal type, for example, the type of virtual item whose weight is greater than the weight threshold and the number of held items is greater than the number threshold may be determined as the recommended disposal type.
[0104] In addition, after determining the recommended discard types, further determine, based on the functional relationship between the load and the moving speed of the first virtual object and the weight of the recommended discard types of virtual items, the number of recommended discard types of virtual items that need to be discarded for the first virtual object to reach the desired moving speed, and display them in the first virtual item list, thus facilitating the user's selection and discarding, and improving operation efficiency.
[0105] In step 105B, when the first virtual object can reach a desired moving speed due to the virtual weight of the virtual item discarded by controlling the first virtual object, the second presentation information is displayed.
[0106] Here, the second presentation information is used to present that the current moving speed of the first virtual object has reached a desired moving speed and there is no need to discard the virtual item.
[0107] For example, taking the first virtual object as a virtual object A controlled by a user 1, when the virtual weight of the virtual item (e.g., the recommended discard type of the above virtual item, or another type of virtual item) discarded by controlling the virtual object A allows the virtual object A to reach a desired moving speed, the second presentation information stating “the current moving speed of the virtual object A has reached the desired moving speed, and there is no need to continue discarding virtual items” can be displayed in the virtual scene.
[0108] Illustratively, referring to FIG. 4C, FIG. 4C is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 4C, a virtual scene 400 displays a first virtual object 401 and a first virtual item list 403, and the first virtual item list 403 displays a plurality of different types of virtual items, for example, including “bandage” 4031, “medical kit” 4032 and “energy drink” 4033. Then, in response to the first virtual object 401 currently being unable to reach a desired moving speed, update the display manner of the recommended disposal type of the virtual item in the first virtual item list 403 (for example, assume that the recommended disposal type of the determined virtual item is “energy drink”, then “energy drink” 4033 can be highlighted to distinguish it from the display manner of other types of virtual items), and then control the first virtual object 401 to display the discarded virtual item (for example, when the user has the first virtual object 401 in the first virtual item list 403, the display manner of the recommended disposal type of the virtual item in the first virtual item list 403 is updated). (When the virtual weight of the first virtual object 401 is controlled to discard five "bandages" and two "energy drinks", the number of "bandages" 4031 held in the first virtual item list 403 is reduced from 10 to 5, and the number of "energy drinks" 4033 held is reduced from 3 to 1 in the first virtual item list 403, and at the same time, the highlighting of "energy drinks" 4033 is canceled.) If the first virtual object 401 can reach the desired moving speed by controlling the virtual weight of the first virtual object 401 to discard five "bandages" and two "energy drinks", the number of "bandages" 4031 held in the first virtual item list 403 is reduced from 10 to 5, and the number of "energy drinks" 4033 held is reduced from 3 to 1, and at the same time, the highlighting of "energy drinks" 4033 is canceled.) If the first virtual object 401 can reach the desired moving speed, the second presentation information 405 of "the current moving speed has reached the desired moving speed, and there is no need to continue discarding virtual items" can be displayed in the virtual scene 400. In this way, by updating the display manner of the recommended discarding types of virtual items, it is easy for the user to select and discard them; furthermore, after the moving speed of the first virtual object reaches the desired moving speed, the corresponding presentation information is displayed in the virtual scene to present to the user that there is no need to continue discarding virtual items, thereby improving the efficiency of human-computer interaction.
[0109] In some embodiments, for a first virtual item list in a discarded state, if no user-triggered operation (e.g., a click operation, a drag operation, a slide operation) is received within a waiting period (e.g., 30 seconds), the first virtual item list can be automatically closed and automatically switched from the discarded state to the used state, and of course, only if a trigger operation on the collapse button by the user is received, the first virtual item list in the discarded state can be collapsed and the state of the first virtual item list can be automatically switched from the discarded state to the used state, thus preventing the user from accidentally terminating while thinking. Furthermore, for a first virtual item list in a used state, if no user-triggered operation is received within a waiting period, the first virtual item list can be automatically collapsed and the used state of the first virtual item list can be maintained.
[0110] In step 103, in response to a first trigger operation on any one type of virtual item in the first virtual item list, control the first virtual object to discard at least one of the any one type of virtual item.
[0111] In some embodiments, when the first virtual item list has a plurality of different states (e.g., including a discarded state and a used state) and the current state is the used state, before performing step 103, a process may be further performed in response to a trigger operation on the state control, of switching the state control to a display mode corresponding to the discarded state to indicate that the state of the first virtual item list has been switched from the used state to the discarded state, and in response to a first trigger operation on any one type of virtual item in the first virtual item list, of transitioning to a process of controlling the first virtual object to discard at least one of any one type of virtual item.
[0112] In addition, the default state of the first virtual item list may be any one of the following states: a discarded state, a used state, a state when the first virtual item list was last folded (for example, if the state when the first virtual item list was last folded was the discarded state, when the first virtual item list is expanded again, the default state of the first virtual item list is the discarded state), a state that is used most frequently among the discarded state and the used state (for example, assuming that the number of times the discarded state has been used in the historical period is 10 times and the number of times the used state has been used in the historical period is 5 times, when the first virtual item list is expanded, the default state of the first virtual item list is the discarded state), and a state that has the longest usage time among the discarded state and the used state (for example, assuming that the usage time length of the discarded state is 20 minutes and the usage time length of the used state is 30 minutes in the historical period, when the first virtual item list is expanded, the default state of the first virtual item list is the used state).
[0113] In some embodiments, the type of the first trigger operation may include a click operation and a drag operation, and the above step 103 can be realized in the following manner: in response to a click operation on any one type of virtual item in the first virtual item list, control the first virtual object to discard any one type of set number of virtual items (i.e., in response to one click operation, when multiple click operations on any one type of virtual item are received by the user, control the first virtual object to discard any one type of set number of virtual items multiple times); in response to a drag operation of dragging any one type of virtual item in the first virtual item list to the ground area (i.e., the discard response area) of the virtual scene, control the first virtual object to discard all of any one type of virtual items.
[0114] In addition, regarding the drag operation, if the any one type of virtual item does not fall on the ground area of the virtual scene when the user releases his / her hand (i.e., the user does not accurately drag the any one type of virtual item to the discard response area of the virtual scene), the first virtual object is controlled not to discard all of the any one type of virtual items (i.e., the virtual items are not discarded). In this case, presentation information can be further displayed in the virtual scene, for example, the ground area of the virtual scene is highlighted to present to the user where to drag the virtual items to discard them.
[0115] In some other embodiments, following the above, for each click operation, the set number of any one type of virtual item to be discarded by the first virtual object can be determined in one of the following manners: In response to a number setting operation, the set number can be determined as the set number of any one type of virtual item to be discarded by the first virtual object; or, in response to a number setting operation, the number of any one type of virtual item held in the first virtual item list can be obtained, and the product of the held number and the discard coefficient can be determined as the set number of any one type of virtual item to be discarded by the first virtual object.
[0116] Exemplarily, after controlling the first virtual object to discard any one kind of virtual item, a number setting interface can be displayed in the virtual scene, and in response to a number setting operation triggered by the number setting interface (for example, the number set by the user is 2), the set number is determined as the set number of any one kind of virtual item to be discarded by the first virtual object (i.e., every time the user clicks any one kind of virtual item in the first virtual item list, the first virtual object controls to discard two virtual items of the kind). Of course, the current number of any one kind of virtual item in the first virtual item list may be obtained, and the product of the current number of holdings and the discard coefficient may be determined as the set number of any one kind of virtual item to be discarded by the first virtual object. For example, taking "bandages" as an example, assuming that the number of "bandages" currently held by the first virtual object is 100 and the discard coefficient is 0.2, when a click operation on "bandages" displayed in the first virtual item list by the user is received, the first virtual object is controlled to discard 20 (100*0.2) "bandages". At this time, the number of "bandages" held by the first virtual object is reduced to 80. Then, when a click operation on "bandages" displayed in the first virtual item list by the user is received again, the first virtual object is controlled to discard 16 (80*0.2) "bandages". In this way, the number discarded each time is positively correlated with the total number of virtual items, thereby improving the discard efficiency when the number of virtual items is large.
[0117] In some embodiments, after performing step 103, at least one of the following processes may be further performed: updating the number of virtual items of any one type in the first virtual item list to the number of virtual items after subtracting the number of discarded items (for example, taking "bandages" as an example, assuming that the number of "bandages" held is 10 and the number of discarded items of "bandages" is 2 before discarding, the number of "bandages" held can be updated from 10 to 8), displaying the any one type of virtual item in the ground area of the virtual scene, displaying first presentation information in the virtual scene, where the first presentation information is used to present that the any one type of discarded virtual item will not be picked up automatically, and displaying a pickup list in the virtual scene (for example, in the vicinity of the discarded virtual item) and displaying the any one type of discarded virtual item in the pickup list (for example, displaying one virtual item of each type that has been discarded, or displaying the number of discarded virtual items of each type).
[0118] In addition, the number of any one type of virtual item held in the first virtual item list may be updated each time the user clicks once, or may be updated when the user stops clicking after clicking multiple times in succession, and the embodiments of the present application are not particularly limited thereto.
[0119] In some other embodiments, the following process can be performed on any one of the virtual items in the first virtual item list: if the number of the virtual items is not zero, apply a color mode to the virtual items (i.e., display the virtual items in color); if the number of the virtual items is reduced to zero, apply a grayscale mode to the virtual items (i.e., display the virtual items in grayscale and set them to a non-interactive state, i.e., do not respond when the user clicks or drags them), where the grayscale mode indicates that all the virtual items have been discarded and cannot be discarded any more.
[0120] In addition, different display sizes or different transparencies may be used to distinguish between a case where the number of possessed virtual items is non-zero and a case where the number of possessed virtual items is zero, and the embodiment of the present application is not particularly limited thereto.
[0121] In some embodiments, the discarding and using of any one kind of virtual item in the first virtual item list can be realized by different operation manners, that is, the first trigger operation may be an operation of selecting and discarding any one kind of virtual item, and the operation manner of the first trigger operation includes a sliding operation along a first direction (e.g., sliding left) and a first click operation on the any one kind of virtual item, and then the following process can be further performed: In response to a second trigger operation on any one kind of virtual item in the first virtual item list, control the first virtual object to use at least one of the any one kind of virtual items.Here, the second trigger operation is an operation of selecting and using any one kind of virtual item, and the operation manner of the second trigger operation includes a slide operation along a second direction different from the first direction (for example, a left slide can be set as the operation manner for discarding an item, and a right slide can be set as the operation manner for using the item, and of course, a left slide can be set as the operation manner for using the item, and a right slide can be set as the operation manner for discarding the item), and a second click operation on any one kind of virtual item, and here, a click area or a click count corresponding to the second click operation is different from that of the first click operation (for example, a click area corresponding to the first click operation can be set in the upper half of the virtual item, and a click area corresponding to the second click operation can be set in the lower half of the virtual item, that is, when a user clicks on the upper half of the any one kind of virtual item, the first virtual object is clicked). In another example, the number of clicks corresponding to the first click operation can be set to one, and the number of clicks corresponding to the second click operation can be set to two, that is, when a user single-clicks an arbitrary one virtual item, the first virtual object can be controlled to discard at least one arbitrary one virtual item, and when a user double-clicks an arbitrary one virtual item, the first virtual object can be controlled to use at least one arbitrary one virtual item). In this way, by setting different operation methods, the discarding and using of virtual items can be realized, and the efficiency of human-computer interaction can be improved.
[0122] In some embodiments, the first virtual item list may be a list dedicated to selecting and discarding any one type of virtual item, and the following process can be further performed: in response to a trigger operation on an entrance of a second virtual item list, displaying a second virtual item list in the virtual scene, where the second virtual item list includes at least one type of virtual item possessed by the first virtual object, and the second virtual item list is a list dedicated to selecting and using any one type of virtual item, and in response to a third trigger operation (e.g., a click operation) on any one type of virtual item in the second virtual item list, controlling the first virtual object to use at least one of the any one type of virtual items.
[0123] In addition, the types and number of virtual items included in the first virtual item list may be the same as or different from those in the second virtual item list; for example, the first virtual item list may include "bandages," "medical kits," and "energy drinks," while the second virtual item list may include only "medical kits" and "energy drinks," and the embodiments of the present application are not particularly limited thereto.
[0124] For example, refer to FIG. 4D, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 4D, a first virtual item list entrance 402 and a second virtual item list entrance 406 are displayed in the virtual scene 400. At the same time, near the first virtual item list entrance 402, a presentation character "DISPOSE" 407 is displayed to inform the user that the first virtual item list is a dedicated list for selecting and discarding any one type of virtual item, and near the second virtual item list entrance 406, a presentation character "USE" 408 is displayed to inform the user that the second virtual item list is a dedicated list for selecting and using any one type of virtual item. When a trigger operation (e.g., a click operation) on the entrance 406 of the second virtual item list by the user is received, the second virtual item list 409 is displayed in the virtual scene 400, and the second virtual item list 409 displays multiple different types of virtual items, for example, including "Bandage" 4091, "Medical Kit" 4092 and "Energy Drink" 4093, and when the user clicks "Medical Kit" 4092 displayed in the second virtual item list 409, the first virtual object 401 is controlled to use the "Medical Kit", thereby increasing the life value of the first virtual object 401; in this way, by setting two virtual item lists with different functions, the efficiency of using and discarding the user's virtual items is improved, and the user's game experience is further improved.
[0125] In a virtual item processing method according to an embodiment of the present application, an entrance of a first virtual item list is set in a virtual scene, and when a trigger operation on the entrance of the first virtual item list is received, the first virtual item list is displayed in the virtual scene, and then, when a first trigger operation on any one type of virtual item in the first virtual item list is received, the first virtual object is controlled to discard at least one arbitrary type of virtual item, so that the virtual item can be discarded only within the virtual scene, simplifying the user's operation steps when controlling the virtual object to discard the virtual item, and thereby improving the efficiency of human-computer interaction.
[0126] In the following, a shooting game is taken as an example to describe an exemplary application of the embodiments of the present application in one practical application scenario.
[0127] In a first-person shooter (FPS) game, a related art method for discarding virtual items (e.g., medicines, throwables, etc.) is to click a backpack button to enter a backpack interface, select the virtual items that need to be discarded in the backpack interface, and then select the number to discard and discard them.
[0128] Illustratively, referring to Fig. 6A, Fig. 6A is a schematic diagram of an application scene of a method for processing virtual items according to the related art, as shown in Fig. 6A, a backpack button 601 is displayed in a battle interface 600, and when a click operation on the backpack button 601 by a user (also called a player) is accepted, a backpack interface 602 is displayed, in this case, the user can slide the list displayed in the backpack interface 602 to find the virtual items that need to be discarded from the backpack. For example, assuming that the virtual item that the user needs to discard is a "stun grenade" 6021, the user can directly drag the "stun grenade" 6021 to the sidebar 6022 to discard all the items.
[0129] Illustratively, referring to FIG. 6B, FIG. 6B is a schematic diagram of an application scene of a method for processing virtual items according to the related art. As shown in FIG. 6B, if a user wants to discard the “stun grenades” in the backpack, he / she may click “stun grenades” 6021 displayed on the backpack interface 602. At this time, a “discard some” button 60211 and a “discard all” button 60212 are displayed. When the user clicks the “discard some” button 60211, a number selection pop-up window 60213 is displayed. The user can drag the slide bar displayed in the number selection pop-up window 60213 or click the plus or minus button to select the number to be discarded. Then, the user can click the discard button displayed in the number selection pop-up window 60213 to discard the selected number of “stun grenades” 6021. When the user clicks the “discard all” button 60212, all of the “stun grenades” 6021 are discarded. Furthermore, after the user controls the virtual object to discard the “stun grenade” 6021, the virtual item discarded by the user (e.g., the “stun grenade” 6021) can be displayed in a pickup list 603 displayed on the battle interface 600, and at the same time, presentation information 604 can be displayed stating “items of the same type as the discarded item will not be automatically picked up within 30 seconds.”
[0130] It can be seen from this that in the technical solutions of the related art, when a user discards a virtual item, more steps need to be operated, for example, it may include precise operations such as dragging, sliding list, etc., if a user wants to discard some virtual items, it needs to go through at least six steps, where in the list displayed in the backpack interface, when discarding some virtual items, it needs to select the number to be discarded through multiple click operations (or select the number to be discarded by precisely dragging the slide bar). Furthermore, when a user discards a virtual item, since various types of virtual items displayed in the backpack interface are mixed together, the user needs to first find the position of the virtual item to be discarded in the list, which further reduces the operation efficiency.
[0131] In view of this, the embodiment of the present application provides a method for processing virtual items, which facilitates a user to quickly find and discard a virtual item that the user wants to discard from the first layer battle interface (also called the main interface, which corresponds to the above virtual scene), and reduces the operation steps, thereby reducing the time cost of searching in a backpack when searching for virtual items (including medicines and throwables, etc.). In this way, in the process of interacting with other users (e.g., controlling a virtual object to engage in a gunfight with a virtual object controlled by another user in the battle interface), a user can discard medicine to a teammate with low blood volume (i.e., a virtual object controlled by another user of the same camp) or discard a grenade to a teammate, thereby reducing the probability that the virtual object currently controlled by the user is damaged by operations such as exchanging supplies and clearing the backpack during the battle, and increasing the possibility of winning the battle.
[0132] In the following, a method for processing a virtual item according to an embodiment of the present application will be specifically described, taking a medicine as an example of the virtual item.
[0133] For example, refer to FIG. 7A, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 7A, a first-layer battle interface 700 displays an expand button 701. When a virtual object controlled by a user has only one type of medicine, when a click operation on the expand button 701 by the user is received, the one type of medicine (e.g., a "medical kit") held by the virtual object and a discard button 703 are displayed in a medicine list 702. Here, the discard button 703 is used to control the medicine list 702 to change from a use state (in the use state, clicking a medicine in the medicine list 702 uses the medicine) to a discard state (in the discard state, clicking a medicine in the medicine list 702 discards the medicine).
[0134] For example, refer to FIG. 7B, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 7B, a first-layer battle interface 700 displays an expand button 701. When a virtual object controlled by a user has multiple different types of medicines, when a click operation on the expand button 701 by the user is received, all types of medicines (including, for example, “bandage” and “medical kit”) held by the virtual object and a discard button 703 are displayed in a medicine list 702, where the discard button 703 is used to control the medicine list 702 to change from a use state to a discard state.
[0135] In addition, the display format of the medicine list 702 may be a different shape such as a disk shape, a sector shape, a nine-grid shape, etc., in addition to a rectangle, and the embodiment of the present application is not particularly limited thereto.
[0136] In some examples, when the medication list is in a discard state, a medication type in the medication list can be clicked to discard a set number (eg, one or more) of medications of that type.
[0137] Illustratively, referring to FIG. 7C, FIG. 7C is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 7C, when a user clicks on the discard button 703, the drug list 702 is controlled to be in a discarded state, and at the same time, the discard button 703 is hidden in the first layer battle interface, and the cancel button 704 is displayed, where the cancel button 704 is used to return the state of the drug list 702 from the discarded state to a used state (also called a normal state) when clicked. When the user clicks on any one type of drug (e.g., "bandage" 7021) in the drug list 702 in the discarded state, the virtual object is controlled to discard a set number (e.g., one or more) of "bandages", for example, each time the user clicks on "bandage" 7021, the virtual object controlled by the user discards one "bandage". At this time, the number of "Bandages" 7021 displayed in the medicine list 702 decreases by one (for example, from 10 to 9), and at the same time, a model 705 of the discarded "Bandage" appears on the ground in the battle interface, the "Bandage" 7021 that the user has just discarded, which is number 1, is displayed in the pickup list 706, and presentation information 707 is displayed in the first layer battle interface, presenting, for example, a floating message stating "Medicine of the same type as the discarded medicine will not be automatically picked up within 30 seconds."
[0138] In addition, when the user repeatedly clicks on a certain type of drug (e.g., "bandage") in the drug list 702 that is in a discarded state, the number of drugs of that type displayed in the drug list 702 decreases by one each time the user clicks (e.g., the number of "bandages" decreases from 10 to 9 when the user clicks for the first time, decreases from 9 to 8 when the user clicks for the second time, and decreases from 8 to 7 when the user clicks for the third time), and at the same time, the number of drugs of that type displayed in the pick-up list increases by one each time (e.g., the number of "bandages" increases from 0 to 1 when the user clicks for the first time, increases from 1 to 2 when the user clicks for the second time, and increases from 2 to 3 when the user clicks for the third time).
[0139] For example, refer to FIG. 7D, which is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 7D, when a certain type of drug (e.g., “Bandage” 7021) in the drug list 702 in a discarded state has already been discarded until the number is 0, the number of drugs of that type is displayed as 0 and the status is grayed out, and at this time, there is no feedback even if the drug is clicked or dragged.
[0140] It should be noted that, unlike the use of medicine, in the use state, when a medicine is used up, i.e., when the number becomes 0, the corresponding icon disappears directly. In the discard state, even if a medicine is discarded until the number becomes 0, the icon of the medicine still exists. In this way, after the user quickly clicks on a certain medicine to be discarded, the icon disappears, which can prevent the user from accidentally discarding another medicine.
[0141] In some embodiments, when the medication list is in a discard state, dragging a medication of a type may discard all medications of that type.
[0142] Illustratively, referring to FIG. 7E, FIG. 7E is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application. As shown in FIG. 7E, for a medicine list 702 in a discarded state, if a user wants to discard all medicines of a certain type (e.g., “Bandage” 7021) in the medicine list 702, the user can drag the “Bandage” 7021 to the discard response area (e.g., the shaded area 707 shown in FIG. 7E) of the first-level battle interface 700 and release the hand to discard all medicines of the type. Furthermore, after releasing the hand to discard the medicine, the number of medicines of the type in the medicine list 702 is reduced to zero, and the state is grayed out, and at the same time, the model of the discarded medicine can be displayed on the first-level battle interface 700 and the presentation information can be displayed, for example, a floating message is presented that “medicines of the same type as the discarded medicine will not be automatically picked up within 30 seconds”. Furthermore, the pick-up list shows the medicine information just discarded, where the number of medicines is the total number discarded by the user.
[0143] Illustratively, referring to FIG. 7F, FIG. 7F is a schematic diagram of an application scene of a virtual item processing method according to an embodiment of the present application, and as shown in FIG. 7F, when a user clicks a cancel button 704, the medicine list 702 is returned from a discarded state to a used state, and when the medicine list 702 is in a used state, if a click operation on a certain type of medicine in the medicine list 702 is accepted, the virtual object is controlled to use the medicine of that type. Furthermore, when the medicine list 702 is in a discarded state and a click operation on a fold button 708 by the user is accepted, the medicine list 702 is folded and at the same time, the medicine list 702 is controlled to return from a discarded state to a used state. When a user reopens the medicine list 702 via the unfold button 701, the medicine list 702 is in a used state, and the user needs to click the discard button so that the medicine list 702 is in a discarded state again.
[0144] In addition, in the related art, if the user does not operate the medicine list or the thrown object list (including clicking, dragging, or sliding an interactable control), the medicine list or the thrown object list is automatically closed after a set time length (e.g., 3 seconds). However, in the embodiment of the present application, for a medicine list in a discarded state, even if the user does not operate the medicine list for a set period, the medicine list is not automatically closed, thereby avoiding the user from accidentally ending in an operation consideration state and improving the user's game experience.
[0145] For example, refer to FIG. 8. FIG. 8 is an exemplary flowchart of a method for processing a virtual item according to an embodiment of the present application. As shown in FIG. 8, when the client receives a click operation on the expand button displayed on the first layer battle interface by the user, the client expands a medicine list. Then, after receiving a click operation on the discard button by the user, the client determines whether the player is currently taking medicine (i.e., whether the virtual object controlled by the player is currently using medicine). If the player is taking medicine, the client controls the medicine list to be in a discard state and interrupts the player's action of taking medicine. At this time, the blood volume of the virtual object controlled by the player is restored to the state before the use of the medicine. If the player is not taking medicine, the client controls the medicine list to be in a discard state. Then, when the player clicks on a certain type of drug in the drug list in the discard state, the virtual object controls to discard one drug of that type (i.e., each click by the player can be regarded as discarding one drug on the ground, and the player can click continuously until the number of drugs of that type is reduced to zero), and of course, the player can also discard all drugs of that type at once by dragging a certain type of drug (for example, when the player drags a certain type of drug in the drug list in the discard state to the discard response area of the battle interface of the first layer, all drugs of that type can be discarded, and the remaining number of drugs of that type in the drug list is directly reduced to 0). If the number of drugs of that type in the drug list is zero, the drug control of that type can be grayed out, thereby making it non-interactive.
[0146] The process of determining whether a drag operation has occurred will be described below.
[0147] For example, refer to FIG. 9, which is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. As shown in FIG. 9, when a drag operation is received from a user on a certain type of drug in a drug list that is in a discarded state, when the user releases his / her hand, it is determined whether the drug has fallen into the discard response area. If the drug has not fallen into the discard response area, the drag operation is canceled, in which case the drug is not discarded; if the drug has fallen into the discard response area, the virtual object is controlled to discard all drugs of that type.
[0148] In addition, while the user is dragging the drug, they can also operate some of the combat controls (e.g., a fire button, a jump button, etc.) displayed in the first tier combat interface. For example, the user can click the joystick to control the movement of a virtual object.
[0149] The process of determining whether the medicine list is closed will now be described.
[0150] For example, refer to FIG. 10, which is an exemplary flowchart of a method for processing virtual items according to an embodiment of the present application. As shown in FIG. 10, when a user clicks on the fold button, it is determined whether the drug list is currently in a discarded state. If the drug list is not in a discarded state, the drug list is directly closed. If the drug list is in a discarded state, the drug list is folded, and the drug list is controlled to switch from the discarded state to the used state (i.e., when the user clicks the fold button, the drug list is automatically restored to the used state, and in the used state, clicking on a drug in the drug list uses the drug).
[0151] In summary, the method for processing virtual items according to the embodiment of the present application has the following beneficial effects:
[0152] 1) Convenience: It reduces the operation steps of the user when discarding a virtual item during battle, reduces the time cost of searching in a backpack when the user is looking for medicine or throwables, and improves operation efficiency.
[0153] 2) Intuitive: Users can discard virtual items directly in the first-level battle interface. During a gunfight, they can quickly discard medicine to a teammate with low blood pressure or quickly discard a grenade to a teammate, thereby reducing the probability of receiving damage during the battle and increasing the chances of winning the battle. That is, the user's operation steps are simplified as much as possible, the chances of winning the battle are increased, and the user's game experience is improved.
[0154] The following describes an exemplary structure of the virtual item processing device 465 implemented as a software module according to an embodiment of the present application, and in some embodiments, as shown in FIG. 2, the software modules in the virtual item processing device 465 stored in memory 460 may include a display module 4651 and a control module 4652.
[0155] The display module 4651 is configured to display a virtual scene, the virtual scene including a first virtual object and an entry of a first virtual item list, the display module 4651 is further configured to display the first virtual item list in the virtual scene in response to a trigger operation on the entry of the first virtual item list, the first virtual item list including at least one type of virtual item held by the first virtual object, and the control module 4652 is configured to control the first virtual object to discard the at least one any one type of virtual item in response to a first trigger operation on any one type of virtual item in the first virtual item list.
[0156] In some embodiments, the display module 4651 is further configured to display a state control, which is used to switch the state of the first virtual item list when triggered and represent different states in a differentiated display manner, the state types including a discard state and a use state, the discard state being a state of selecting and discarding any one type of virtual item, and the use state being a state of selecting and using any one type of virtual item.
[0157] In some embodiments, the virtual item processing device 465 further includes a switching module 4653 configured to, in response to a trigger operation on the state control, switch the state control to a display manner corresponding to a discard state to indicate that the state of the first virtual item list has been switched from a use state to a discard state, and to, in response to a trigger operation on any one type of virtual item in the first virtual item list, transition to a process of controlling the first virtual object to discard at least one of any one type of virtual item.
[0158] In some embodiments, the default state of the first virtual item list is one of a discarded state, a used state, a state in which the first virtual item list was last collapsed, a most frequently used state among the discarded state and the used state, or a longest used state among the discarded state and the used state.
[0159] In some embodiments, the display module 4651 is further configured to perform one of the following processes: displaying a first virtual item list in the virtual scene for each type of virtual item possessed by the first virtual object, where the first virtual item list includes one virtual item of each type; and displaying a first virtual item list in the virtual scene for a number of virtual items possessed by the first virtual object for each type of virtual item, where the first virtual item list includes the number of virtual items of each type.
[0160] In some embodiments, the type of the first trigger operation includes a click operation and a drag operation, and the control module 4652 is further configured to control the first virtual object to discard a set number of virtual items of any one type in response to a click operation on any one type of virtual item in the first virtual item list, and to control the first virtual object to discard all virtual items of any one type in response to a drag operation to drag any one type of virtual item in the first virtual item list to a ground area of the virtual scene.
[0161] In some embodiments, the virtual item processing device 465 further includes a determination module 4654 configured to determine, for each click operation, the set number of any one type of virtual item to be discarded by the first virtual object in one of the following ways: in response to a number setting operation, determining the set number as the set number of any one type of virtual item to be discarded by the first virtual object; or in response to obtaining the number of held items of any one type of virtual item in the first virtual item list and determining the product of the held number and a discard coefficient as the set number of any one type of virtual item to be discarded by the first virtual object.
[0162] In some embodiments, the display module 4651 is further configured to perform at least one of the following processes: updating the number of virtual items held in the first virtual item list to the number held after subtracting the number discarded; displaying the virtual item in a ground area of the virtual scene; displaying first presentation information in the virtual scene, where the first presentation information is used to present that the virtual item will not be picked up automatically; and displaying a pickup list in the virtual scene and displaying the discarded virtual item in the pickup list.
[0163] In some embodiments, the virtual item processing device 465 further comprises an application module 4655 configured to perform a process of applying a color mode to any one type of virtual item in the first virtual item list if the number of the held virtual items of any one type is not zero, and applying a grayscale mode to any one type of virtual item if the number of the held virtual items of any one type has decreased to zero, where the grayscale mode indicates that all of the held virtual items of any one type have already been discarded and cannot be discarded any more.
[0164] In some embodiments, the first trigger operation is an operation of selecting and discarding any one type of virtual item, and an operation manner of the first trigger operation includes a slide operation along a first direction and a first click operation on any one type of virtual item, and the control module 4652 is further configured to control the first virtual object to use at least one of any one type of virtual item in response to a second trigger operation on any one type of virtual item in the first virtual item list, where the second trigger operation is an operation of selecting and using any one type of virtual item, and an operation manner of the second trigger operation includes a slide operation along a second direction and a second click operation on the any one type of virtual item, and where a click area or a number of times corresponding to the second click operation is different from the first click operation.
[0165] In some embodiments, the display module 4651 is further configured to sequentially display a first virtual item list formed by at least one type of virtual item possessed by the first virtual object in the virtual scene, where the display order of the at least one type of virtual item includes one of the following: descending order of the number of virtual items possessed of each type, order from most frequently used to least frequently used virtual items of each type, ascending order of the difference between the last use time of each type of virtual item and the current time, or order from most frequently used to least frequently used probability of each type of virtual item.
[0166] In some embodiments, the determination module 4654 is further configured to determine the use probability of each type of virtual item by performing feature extraction processing on the environment information of the virtual scene, the state parameters of the first virtual object, the attribute information of the virtual objects included in the first camp to which the first virtual object belongs, the attribute information of the virtual objects included in the second camp, and each function of each type of virtual item, and calling a machine learning model to perform prediction processing based on the feature information obtained by the extraction to obtain the use probability of each type of virtual item, where the first camp to which the first virtual object belongs and the second camp are hostile camps, and the machine learning model is obtained by training based on the environment information of the sample virtual scene extracted based on the historical operation data of the expert account, the state parameters of the sample virtual object controlled by the expert account, the attribute information of other objects included in the camp to which the sample virtual object belongs, the attribute information of objects included in the hostile camp to which the sample virtual object belongs, and marking data, and the level of the expert account is greater than a level threshold, and the marking data includes the type of virtual item used by the expert account to control the sample virtual object in the interaction process.
[0167] In some embodiments, the virtual item processing device 465 further comprises an update module 4656 configured to update a display manner of a type of virtual item required by a second virtual object in a first virtual item list in response to an appearance of a second virtual object in the virtual scene, the updated display manner being salient relative to display manners of other types of virtual items in the first virtual item list, and the second virtual object being a virtual object that requires item support from the first virtual object or that requires item exchange with the first virtual object.
[0168] In some embodiments, the determination module 4654 is further configured to determine a virtual object whose distance to a first virtual object in the virtual scene is less than a distance threshold and whose state parameter is less than a parameter threshold as a virtual object requiring item support from the first virtual object, determine at least one type of virtual item possessed by the first virtual object, the number of which is less than a number threshold, and determine a virtual object possessing a number of virtual items greater than the number threshold in the virtual scene as a virtual object requiring item exchange with the first virtual object.
[0169] In some embodiments, the update module 4656 is further configured to update a display manner of a recommended discard type of the virtual item in the first virtual item list in response to the first virtual object not currently being able to reach the desired movement speed, where the updated display manner is prominent relative to the display manners of other types of virtual items in the first virtual item list, and the recommended discard type is a type of virtual item that is recommended to be discarded in order to reduce the load of the first virtual object and reach the desired movement speed, and the display module 4651 is further configured to display second presentation information if the virtual weight of the virtual item that has been controlled to discard the first virtual object enables the first virtual object to reach the desired movement speed, where the second presentation information is used to present to the first virtual object that the current movement speed has reached the desired movement speed and there is no need to discard the virtual item.
[0170] In some embodiments, the first virtual item list is a list dedicated to selecting and discarding any one type of virtual item, and the display module 4651 is further configured to display the second virtual item list in the virtual scene in response to a trigger operation on an entry of the second virtual item list, where the second virtual item list includes at least one type of virtual item possessed by the first virtual object, and the second virtual item list is a list dedicated to selecting and using any one type of virtual item, and the control module 4652 is further configured to control the first virtual object to use at least one of the any one type of virtual items in response to a third trigger operation on any one type of virtual item in the second virtual item list.
[0171] It should be noted that the description of the embodiment device of the present application is similar to the description of the above method embodiment, and has the same beneficial effects as the method embodiment, so it will not be described again. The undescribed technical details of the device for processing virtual items according to the embodiment of the present application can be understood from the diagrams in any of Figures 3, 5A, or 5B.
[0172] An embodiment of the present application provides a computer program product or computer program including computer instructions (i.e., executable instructions) stored in a computer-readable storage medium, such that a processor of a computing device reads the computer instructions from the computer-readable storage medium and executes them to cause the electronic device to perform the method of processing virtual items described in the embodiment of the present application.
[0173] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored thereon, which, when executed by a processor, causes the processor to perform a method of processing a virtual item according to an embodiment of the present application, for example, a method of processing a virtual item shown in FIG. 3, FIG. 5A, or FIG. 5B.
[0174] In some embodiments, the computer readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any of a variety of devices including one or any combination of the above memories.
[0175] In some embodiments, the executable instructions may take the form of a program, software, software module, script or code, and may be written in any form of programming language (including compiled or interpreted, or declarative or procedural languages), and deployed in any form, such as as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0176] As an example, the executable instructions may, but do not necessarily, correspond to a file in a file system, and may be stored in a portion of a file that stores other programs or data, such as in one or more scripts within a HyperText Markup Language (HTML) document, in a single file of the discussed program, or in multiple joint files (e.g., files that store one or more modules, subprograms, or code portions).
[0177] As an example, the executable instructions may be deployed to be executed on one electronic device, or may be deployed to be executed on multiple electronic devices at the same location, or may be deployed to be executed on multiple electronic devices distributed at multiple locations and interconnected by a communications network.
[0178] The above description is merely an embodiment of the present application, and does not limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application shall be included in the scope of protection of the present application.
Claims
1. 1. A method for processing virtual items implemented by an electronic device, comprising: displaying a virtual scene, the virtual scene including a first virtual object and an entry in a first virtual item list; In response to a trigger operation on an entry of the first virtual item list, displaying the first virtual item list in the virtual scene, the first virtual item list including at least one type of virtual item possessed by the first virtual object; and in response to a first trigger operation on any one type of virtual item in the first virtual item list, controlling the first virtual object to discard at least one of the any one type of virtual items.
2. In response to a trigger operation on an entry of the first virtual item list, the method of processing the virtual item includes: displaying a state control; the state control is used to switch a state of the first virtual item list when triggered, and to represent different states in a differentiated display manner; The state types include a discarded state and a used state, the discard state is a state in which any one type of virtual item is selected and discarded; The usage state is a state in which any one type of virtual item is selected and used. The method of claim 1 .
3. When the current state of the first virtual item list is the use state, the method for processing the virtual items includes, in response to a trigger operation on any one type of virtual item in the first virtual item list, before controlling the first virtual object to discard at least one of the any one type of virtual items, The method further includes a step of switching the state control to a display mode corresponding to the discard state in response to a trigger operation on the state control to indicate that the state of the first virtual item list has been switched from the use state to the discard state, and transitioning to a process of controlling the first virtual object to discard at least one of the arbitrary one type of virtual items in response to a trigger operation on any one type of virtual item in the first virtual item list. The method of claim 2 .
4. a default state of the first virtual item list is one of the discarded state, the used state, a state when the first virtual item list was last collapsed, a state that is used most frequently among the discarded state and the used state, and a state that is used the longest among the discarded state and the used state; The method of claim 2 .
5. Displaying the first virtual item list in the virtual scene includes: a process of displaying a first virtual item list in the virtual scene for each type of virtual item possessed by the first virtual object, the first virtual item list including one virtual item for each type; a process of displaying a first virtual item list in the virtual scene with respect to a number of the first virtual objects for each type of virtual item, the first virtual item list including the number of virtual items of each type; The method of claim 1 .
6. The type of the first trigger operation includes a click operation and a drag operation, In response to a first trigger operation on any one type of virtual item in the first virtual item list, controlling the first virtual object to discard at least one of the any one type of virtual item includes: In response to a click operation on any one type of virtual item in the first virtual item list, controlling the first virtual object to discard a set number of the any one type of virtual items; In response to a drag operation of dragging any one type of virtual item in the first virtual item list to a ground area in the virtual scene, controlling the first virtual object to discard all of the any one type of virtual items. The method of claim 1 .
7. The method for processing virtual items includes: For each of the click operations, In response to a number setting operation, the set number is determined as the set number of the arbitrary one type of virtual item to be discarded by the first virtual object; obtaining a number of the arbitrary one type of virtual items held in the first virtual item list, and determining a product of the number of the arbitrary one type of virtual items held and a discard coefficient as the set number of the arbitrary one type of virtual items to be discarded by the first virtual object; The method of claim 6 .
8. The method for processing a virtual item includes: updating the number of the arbitrary one type of virtual item held in the first virtual item list to the number of held virtual items after subtracting the number of discarded virtual items; displaying the one or more types of virtual items on a ground area of the virtual scene; displaying first presentation information in the virtual scene, the first presentation information being used to present a presentation that the one or more virtual items will not be picked up automatically; displaying a pick-up list in the virtual scene; and displaying the any one type of discarded virtual item in the pick-up list. The method of claim 1 .
9. The method for processing a virtual item includes: For any one type of virtual item in the first virtual item list, If the number of possessions of the one type of virtual item is not zero, applying a color mode to the one type of virtual item; applying a grayscale mode to the one or more virtual items when the number of the one or more virtual items decreases to zero, the grayscale mode indicating that all of the one or more virtual items have been discarded and cannot be discarded. The method of claim 8 .
10. the first trigger operation is an operation of selecting and discarding the one type of virtual item, and an operation method of the first trigger operation includes a slide operation along a first direction and a first click operation on the one type of virtual item; The method for processing a virtual item includes: and controlling the first virtual object to use at least one of the virtual items in response to a second trigger operation on the virtual item in the first virtual item list. The second trigger operation is an operation of selecting and using the one type of virtual item, and an operation method of the second trigger operation includes a slide operation along a second direction and a second click operation on the one type of virtual item, and a click area or a click count corresponding to the second click operation is different from the first click operation; The method of claim 1 .
11. Displaying the first virtual item list in the virtual scene includes: A step of sequentially displaying a first virtual item list formed by at least one type of virtual item possessed by the first virtual object in the virtual scene, wherein the display order of the at least one type of virtual item is: Descending order of the number of virtual items of each type owned, Most to least frequently used of each type of virtual item; In ascending order, the difference between the last time each type of virtual item was used and the current time. a ranking from high to low of the probability of using each type of virtual item; The method of claim 1 .
12. The method for processing virtual items includes: A method of performing feature extraction processing on environmental information of the virtual scene, state parameters of the first virtual object, attribute information of virtual objects included in a first camp to which the first virtual object belongs, attribute information of virtual objects included in a second camp, and respective functions of each type of virtual item, and calling a machine learning model to perform prediction processing based on the feature information obtained by the extraction, thereby obtaining a usage probability of each type of virtual item; and determining a usage probability of each type of virtual item by using the above-mentioned method, wherein the first camp to which the first virtual object belongs and the second camp are opposing camps. The method for processing virtual items according to claim 11.
13. The method for processing virtual items includes: A step of calling the initialized machine learning model to perform a prediction process based on environmental information of a sample virtual scene extracted from the historical operation data of an expert account, state parameters of a sample virtual object controlled by the expert account, attribute information of other objects included in the camp to which the sample virtual object belongs, and attribute information of objects included in the camp hostile to the camp to which the sample virtual object belongs, and obtaining a usage probability of each type of virtual item; and performing a backpropagation process by substituting the usage probability and the marking data into a loss function to update parameters of the machine learning model, wherein the level of the expert account is greater than a level threshold, and the marking data includes a type of virtual item used by the expert account to control the sample virtual object in an interaction process.
13. A method for processing virtual items according to claim 12.
14. When displaying the first virtual item list in the virtual scene, the method for processing the virtual items includes: and updating a display manner of a type of virtual item required by the second virtual object in the first virtual item list in response to an appearance of a second virtual object in the virtual scene, the updated display manner being distinctive with respect to display manners of other types of virtual items in the first virtual item list, the second virtual object being a virtual object requiring item support from the first virtual object or a virtual object requiring item exchange with the first virtual object. The method of claim 1 .
15. Before updating the display manner of a virtual item of a type required by the second virtual object in the first virtual item list, the method for processing the virtual item includes: determining an object in the virtual scene whose distance to the first virtual object is less than a distance threshold and whose state parameter is less than a parameter threshold as a virtual object requiring item support from the first virtual object; determining, among at least one type of virtual item possessed by the first virtual object, a virtual item possessed in a number less than a number threshold, and determining an object possessing a number of the virtual items greater than the number threshold in the virtual scene as a virtual object requiring an item exchange with the first virtual object, 15. A method for processing virtual items according to claim 14.
16. When displaying the first virtual item list in the virtual scene, the method for processing the virtual items includes: updating a display manner of a recommended discard type of a virtual item in the first virtual item list in response to the first virtual object being currently unable to reach a desired movement speed, the updated display manner being distinct from display manners of other types of virtual items in the first virtual item list, the recommended discard type being a type of the virtual item that is recommended to be discarded in order to reduce load on the first virtual object and reach a desired movement speed; and displaying second presentation information when the first virtual object can reach a desired moving speed due to a virtual weight of the virtual item discarded by controlling the first virtual object, the second presentation information being used to present that a current moving speed of the first virtual object has reached a desired moving speed and there is no need to discard the virtual item. The method of claim 1 .
17. the first virtual item list is a list dedicated to selecting and discarding any one type of virtual item; The method for processing a virtual item includes: In response to a trigger operation on an entrance of a second virtual item list, displaying the second virtual item list in the virtual scene, the second virtual item list including at least one type of virtual item possessed by the first virtual object, and the second virtual item list being a dedicated list for selecting and using any one type of virtual item; and controlling the first virtual object to use at least one of the virtual items in response to a third trigger operation on the virtual item in the second virtual item list. The method of claim 1 .
18. A processing device for a virtual item comprising a display module and a control module, The display module is configured to display a virtual scene, the virtual scene including a first virtual object and an entry in a first virtual item list; The display module is further configured to display the first virtual item list in the virtual scene in response to a trigger operation on an entry of the first virtual item list, the first virtual item list including at least one type of virtual item possessed by the first virtual object; The control module is configured to control the first virtual object to discard at least one of the types of virtual items in response to a first trigger operation on any one of the types of virtual items in the first virtual item list.
19. An electronic device, a memory for storing executable instructions; 18. An electronic device comprising: a processor which, when executing executable instructions stored in the memory, implements the method for processing virtual items according to any one of claims 1 to 17.
20. A computer-readable storage medium having stored thereon executable instructions that, when executed by a processor, cause the processor to implement a method for processing virtual items as claimed in any one of claims 1 to 17.
21. A computer program product comprising a computer program or instructions for causing a processor to carry out a method for processing virtual items according to any one of claims 1 to 17.
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