Live match broadcast display method and device, computer device, and computer program

JP2025169359A5Active Publication Date: 2025-12-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025135310
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2021-12-29
Filing Date
2025-08-15
Publication Date
2025-12-22
Estimated Expiration
2042-10-31

AI Technical Summary

Technical Problem

Existing methods for watching live game broadcasts require users to manually pause and restart the live stream to view highlight clips, which is a cumbersome process.

Method used

A method and device for displaying live game broadcasts that allows simultaneous split-screen viewing of the live game stream and highlight clips through a split-screen display operation triggered by playback controls, enabling seamless transition between live broadcast and highlight playback without additional user interaction.

Benefits of technology

Enables users to watch live game broadcasts and play back highlight clips concurrently, simplifying the process and eliminating the need for manual intervention during playback.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a display method, a device, computer equipment, and a computer program for live game broadcasting, which can simplify the operations required for a user to watch the live broadcasting.SOLUTION: A method includes displaying a live broadcast screen of a match live stream based on a match in which a virtual character in a virtual environment competes on a live broadcast interface (302), displaying a playback control corresponding to a highlight clip, which is a past clip in the match live stream, on the live broadcast interface (304), and displaying the live broadcast screen in a first divided screen area and a playback screen of the highlight clip in a second divided screen area (306) in response to a split screen display operation triggered on the basis of the playback control.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] This application claims priority to Chinese patent applications bearing application numbers 202111402724.5 and 202111643183.5, filed with the China Patent Office on November 24, 2021 and December 29, 2021, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the technical field of live broadcasting, and in particular to a method and apparatus for displaying live game broadcasting, a computer device and a computer program. [Background technology]

[0003] During the e-sports match, the server can broadcast the e-sports match live to users. A client that supports the live broadcast function of the e-sports match can obtain the live stream of the e-sports match from the server and display the live broadcast screen of the match on the live broadcast interface.

[0004] During the live broadcast of an e-sports match, several highlight clips (also referred to as great / exciting events / actions) may appear. For example, there may be a highlight clip in which a virtual character controlled by a player on a first team participating in the match defeats virtual characters controlled by all players on a second team participating in the match. A user may need to watch the highlight clip again. In a related technology, a progress bar is displayed on a live broadcast interface to reflect the current playback progress of the match live stream. In response to a playback operation triggered by dragging the progress bar, the client can play back the match live stream from the playback progress position selected by the playback operation, thereby realizing playback of highlight clips in the match live stream.

[0005] When playing highlight clips in the above-mentioned manner, if a user needs to continue watching the live game broadcast, he or she needs to end the currently playing highlight clip and restart the playback of the live game stream, which is a cumbersome process. Summary of the Invention [Problem to be solved by the invention]

[0006] The present application aims to provide a method and device for displaying live game broadcasts, a computer device, and a computer program that can simplify the operations required for users to watch live broadcasts. [Means for solving the problem]

[0007] According to one aspect of the present application, there is provided a method for displaying a live game broadcast, the method being executed by a computer device, the method comprising: Displaying a live broadcast screen of a match live stream on the live broadcast interface, the match live stream being a live stream based on a match in which a virtual character competes in a virtual environment; displaying a playback control corresponding to a highlight clip in the live broadcast interface, the highlight clip being a past clip in the game live stream; and In response to a split screen display operation triggered based on the playback control, the live broadcast screen is displayed in a first split screen area, and a playback screen of the highlight clip is displayed in a second split screen area, wherein the first split screen area and the second split screen area are different display areas in the live broadcast interface, and the first split screen area and the second split screen area have no common portion.

[0008] According to another aspect of the present application, there is provided a display device for live game broadcasts, said device comprising: a display module; the display module is used to display a live broadcast screen of a match live stream on the live broadcast interface, and the match live stream is a live stream based on a match in which a virtual character competes in a virtual environment; the display module is further adapted to display a playback control corresponding to a highlight clip on the live broadcast interface, the highlight clip being a past clip in the match live stream; The display module is further used to display the live broadcast screen in a first divided screen area and display a playback screen of the highlight clip in a second divided screen area according to a divided screen display operation triggered based on the playback control, wherein the first divided screen area and the second divided screen area are different display areas in the live broadcast interface, and the first divided screen area and the second divided screen area have no common portion.

[0009] According to another aspect of the present application, there is provided a computer device, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by the processor to realize the method for displaying live game broadcasts described in the above aspect.

[0010] According to another aspect of the present application, there is provided a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by a processor to realize the method for displaying live game broadcasts as described in the above aspect.

[0011] According to another aspect of the present application, there is provided a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, wherein a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to cause the computer device to realize the method for displaying live game broadcasts provided in the various selectable realization manners described in the above aspects. [Effects of the Invention]

[0012] The embodiments of the present application have at least the following advantageous effects.

[0013] The live broadcast interface displays playback controls corresponding to the highlight clips of the live game stream, and the split-screen display operation triggered based on the playback controls can realize the split-screen display of the live game stream screen and the playback screen of the highlight clips, so that the user can watch the live game broadcast and play back the highlight clips at the same time.When the user plays back the highlight clips in the above-mentioned manner, the user can watch the live game broadcast at the same time without any operation, which simplifies the operation when the user returns to watch the live game broadcast during the highlight clip playback process. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a block diagram of a computer system provided in one exemplary embodiment of the present application. [Figure 2] FIG. 2 illustrates a live broadcast interface provided in one exemplary embodiment of the present application. [Figure 3] 1 is a flowchart of a method for displaying live game broadcasts provided in one exemplary embodiment of the present application. [Figure 4]1 is a flowchart of a method for displaying live game broadcasts provided in one exemplary embodiment of the present application. [Figure 5] FIG. 10 illustrates distance thresholds provided in one exemplary embodiment of the present application. [Figure 6] FIG. 1 illustrates a playback control provided in one exemplary embodiment of the present application. [Figure 7] FIG. 2 illustrates a target virtual character provided in one exemplary embodiment of the present application. [Figure 8] FIG. 2 illustrates a playback list provided in one exemplary embodiment of the present application. [Figure 9] FIG. 1 illustrates a presentation barrage provided in one exemplary embodiment of the present application. [Figure 10] FIG. 10 illustrates a small window display of a playback screen provided in one exemplary embodiment of the present application. [Figure 11] FIG. 1 illustrates a virtual character playback control provided in one exemplary embodiment of the present application. [Figure 12] FIG. 10 is a diagram illustrating the display proportion of the second screen division area provided in one exemplary embodiment of the present application in the live broadcast interface. [Figure 13] FIG. 2 illustrates a gesture operation provided in one exemplary embodiment of the present application. [Figure 14] FIG. 2 illustrates a switching operation provided in one exemplary embodiment of the present application. [Figure 15] FIG. 2 is a diagram illustrating a second screen division area provided in one exemplary embodiment of the present application. [Figure 16] FIG. 2 is a diagram illustrating a second screen division area provided in one exemplary embodiment of the present application. [Figure 17] 1 is a flowchart of a front-end interactive process provided in one exemplary embodiment of the present application. [Figure 18] 1 is a flowchart illustrating a split-screen display provided in one exemplary embodiment of the present application. [Figure 19]1 is a flowchart for obtaining relevant data for split-screen display provided in one exemplary embodiment of the present application; [Figure 20] 1 is a block diagram of a live game broadcast display device provided in one exemplary embodiment of the present application. [Figure 21] 1 is a block diagram of a live game broadcast display device provided in one exemplary embodiment of the present application. [Figure 22] FIG. 2 is a block diagram of a terminal provided in one exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0015] First, nouns (terms) related to the embodiments of the present application will be introduced.

[0016] Virtual environment: A virtual environment displayed (or provided) when an application program (app) is executed on a terminal. The virtual environment may be a simulated environment of the real world, a semi-simulated, semi-fictional environment, or a completely fictional environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, although the embodiments of the present application are not limited thereto.

[0017] Virtual Character: refers to at least one movable object controlled by a user in a virtual environment. The virtual character may be a virtual person, a virtual animal, a cartoon character, etc. Optionally, the virtual character is a three-dimensional solid model created based on animation skeleton technology. Each virtual character has its own shape and volume in the virtual environment and occupies a certain space in the virtual environment.

[0018] 1 is a block diagram of a computer system 100 provided in one exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a second terminal 120, a first server 130, a second server 140, and a third terminal 150.

[0019] A first application program is installed and executed on the first terminal 110, and the first application program is a client having a competitive function for e-sports matches. For example, the first application program may support a virtual environment, and may be any one of a first-person shooting (FPS) game, a third-person shooting (TPS) game, a MOBA game, a tactical game, and a simulation game (SLG). The first terminal 110 is used by a first user 111, and the first user 111 uses the first terminal 110 to control a virtual character in the virtual environment of the first application program to perform activities, which may be referred to as the first user's 111 virtual character. The activities of the virtual character include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Illustratively, the virtual character is a virtual human character, such as a simulated human character or an animated human character.

[0020] A first application program is installed and running on the second terminal 120, and the first application program is a client with a competitive e-sports game function. For example, the first application program can support a virtual environment and may be any one of an FPS game, a TPS game, a MOBA game, a tactical game, and a SLG. The second terminal 120 is used by a second user 121, who uses the second terminal 120 to control a virtual character in the virtual environment of the first application program to perform activities. The virtual character may be referred to as the virtual character of the second user 121. The activities of the virtual character include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. By way of example, the virtual character may be a virtual human character, such as a simulated human character or an animated human character.

[0021] Optionally, the application programs installed on the first terminal 110 and the second terminal 120 may be the same, or the application programs installed on the two terminals may be the same type of application programs on different control system platforms. The first terminal 110 may generally refer to one of multiple terminals, and the second terminal 120 may generally refer to one of multiple terminals. For example, the first terminal 110 may include a terminal used by a user on a first team participating in an e-sports competition, and the second terminal 120 may include a terminal used by a user on a second team participating in an e-sports competition. In this embodiment, only the first terminal 110 and the second terminal 120 are used as an example. The device types of the first terminal 110 and the second terminal 120 may be the same or different. The device types include at least one of a smartphone, a tablet computer, an e-reader, an MP3 player, an MP4 player, a laptop, and a desktop computer. In the following embodiment, the terminal is described as including a smartphone.

[0022] The first terminal 110 and the second terminal 120 may be connected to the first server 130 via a wireless network or a wired network.

[0023] The first server 130 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The first server 130 is used to provide background services for a first application program having a competitive function for e-sports matches. Optionally, the first server 130 performs the main computing tasks, and the terminal performs the secondary computing tasks; alternatively, the first server 130 performs the secondary computing tasks, and the terminal performs the main computing tasks; or the first server 130 and the terminal perform collaborative computing using a distributed computing architecture.

[0024] In one illustrative example, the first server 130 includes a processor 131, a user account database 132, a competition service module 133, and a user-facing input / output interface (I / O interface) 134. The processor 131 is used to load instructions stored in the first server 130 and process data in the user account database 132 and the competition service module 133. The user account database 132 is used to store data on user accounts used by the first terminal 110, the second terminal 120, and other terminals, such as user account avatars, user account nicknames, user account combat power indices, and service areas where the user accounts are located. The competition service module 133 provides multiple competition rooms for users to compete against each other, such as e-sports competition rooms. The user-facing I / O interface 134 is used to establish communication and exchange data with the first terminal 110 and the second terminal 120 via a wireless network or a wired network.

[0025] The second server 140 is connected to the first server 130 via a wireless or wired network.

[0026] The second server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The second server 140 is a server supporting a second application program and is used to provide background services for the second application program, which has the function of live broadcasting e-sports matches. Optionally, the second server 140 performs the main computing tasks, and the terminal performs the secondary computing tasks; alternatively, the second server 140 performs the secondary computing tasks, and the terminal performs the main computing tasks; or the second server 140 and the terminal perform collaborative computing using a distributed computing architecture. The second server 140 is used to obtain, in real time, audio and video generated by the first server 130 in the process of realizing the e-sports matches. In some embodiments, a signal collector and a direct end (a broadcasting guiding end) are further present between the first server 130 and the second server 140. The signal collector is used by the first server 130 to collect audio and video data of the e-sports matches in real time and input it to the direct end. The direct end then uploads the audio and video over the network to the second server 140. The second server 140 may be referred to as a live broadcast server. In some embodiments, the first server 130 and the second server 140 are the same server.

[0027] The third terminal 150 is connected to the second server 140 via a wireless network or a wired network.

[0028] A second application program is installed and executed on the third terminal 150, and the second application program is a client with a live broadcast function for e-sports matches. For example, the second application program may be a live broadcast client, a game client, a game community client, a video-on-demand client, a short video client, or a social client. The second application program acquires audio and video of the live broadcast of e-sports matches transmitted by the second server 140 via the third terminal 150 and displays them on a user interface, thereby realizing the live broadcast function of providing e-sports matches. The device types of the third terminal 150, the first terminal 110, and the second terminal 120 may be the same or different. The device types include at least one of a smartphone, a tablet computer, an e-reader, an MP3 player, an MP4 player, a laptop, and a desktop computer. In the following embodiments, the terminal is described as including a smartphone.

[0029] Optionally, both the terminal and the server mentioned above are computer devices.

[0030] It should be understood by those skilled in the art that the number of the above-mentioned terminals may be more or less. For example, there may be only one such terminal, or there may be tens, hundreds, or even more such terminals. The number and device types of the terminals are not limited in the embodiments of the present application.

[0031] FIG. 2 is a diagram illustrating a live broadcast interface provided in an exemplary embodiment of the present application. As shown in FIG. 2(a), during the process of live broadcasting an e-sports game, a client capable of supporting the e-sports game live broadcast function can display a live broadcast interface 201. The live broadcast interface 201 displays a live broadcast screen 202 of a game live stream, which is a live stream based on a game in which a virtual character competes in a virtual environment. If the client determines that a highlight clip exists in the game live stream, the client can display a playback control 204 in the live broadcast interface 201 using at least one of a plurality of display methods. The highlight clip is determined by the server and is a past clip in the game live stream. For example, the live broadcast interface 201 displays a progress bar 203, and the client can display the playback control 204 at a target progress position of the progress bar 203. The target progress position is used to indicate the corresponding playback progress of the highlight clip in the game live stream. If multiple highlight clips are obtained, the client can display multiple playback controls 204 in the progress bar 203 according to the rules described above.

[0032] Optionally, the playback control 204 can directly trigger a split-screen display operation or a detailed display operation. When the playback control 204 directly triggers the split-screen display operation, the client can split-screen display the live broadcast screen 202 and the highlight clip playback screen in the live broadcast interface in response to the split-screen display operation triggered by the playback control 204, as shown in (c) of FIG. 2. When the playback control 204 triggers a detailed display operation, the client can display a detailed introduction control 205 corresponding to the highlight clip in the live broadcast interface 201 in response to the detailed display operation triggered by the playback control 204, as shown in (b) of FIG. 2. For example, the detailed introduction control 205 can be displayed above the playback control 204. The detailed introduction control 205 displays information for introducing the highlight clip.

[0033] As shown in FIG. 2(c), the detailed introduction control 205 can trigger a split-screen display operation. In response to the split-screen display operation triggered by the detailed introduction control 205, the client can split-screen display a live broadcast screen 202 and a highlight clip playback screen in the live broadcast interface. The client displays the live broadcast screen 202 in a first split-screen area 206 of the live broadcast interface 201, and displays the playback screen in a second split-screen area 207 of the live broadcast interface 201. The first display area (first split-screen area) and the second display area (second split-screen area) are different display areas in the live broadcast interface 201. In response to a user's exit operation on the displayed playback screen, the client can cancel the display of the playback screen and restore the live broadcast screen 202 to be displayed only on the live broadcast interface 201. In addition, if a game live stream includes multiple highlight clips, the client can switch between and display playback screens of different highlight clips in the game live stream in chronological order in response to a switching operation on the displayed playback screen.

[0034] The live broadcast interface displays playback controls corresponding to the highlight clips of the live game stream, and the split-screen display operation triggered based on the playback controls can realize the split-screen display of the live game stream screen and the playback screen of the highlight clips, so that the user can watch the live game broadcast and play back the highlight clips at the same time.When the user plays back the highlight clips in the above-mentioned manner, the user can watch the live game broadcast at the same time without any operation, which simplifies the operation when the user returns to watch the live game broadcast during the highlight clip playback process.

[0035] 3 is a flowchart of a method for displaying live game broadcasts provided in one exemplary embodiment of the present application. The method is executed by a computer device, for example, the method can be used in a third terminal or a client at the third terminal in the system as shown in FIG. 3. As shown in FIG. 3, the method includes the following steps:

[0036] Step 302: Display the live broadcast screen of the game live stream on the live broadcast interface.

[0037] The live broadcast interface is a user interface displayed when a client capable of supporting a live game broadcasting function provides the live game broadcasting function. Optionally, the game refers to an e-sports game, in which e-sports players compete by controlling virtual characters in a virtual environment. For example, the game is played using an FPS game, a TPS game, or an MOBA game. In an e-sports game, at least two teams participate in the competition, each team having at least one e-sports player, and each e-sports player controls at least one virtual character in a virtual environment to compete against virtual characters controlled in the virtual environment by e-sports players on the other team.

[0038] Optionally, the above-mentioned match may also refer to a game played by a client capable of supporting a game function in which virtual characters in a virtual environment are controlled. For example, the game may include multiple players connecting online using the above-mentioned client capable of supporting a game function in which virtual characters in a virtual environment are controlled to control their own virtual characters in the virtual environment and play against virtual characters controlled by other players, and players using the above-mentioned client to control their own virtual characters in the virtual environment and play against human-machine characters. The players include general players and anchors in the client. The human-machine characters are virtual characters controlled by the above-mentioned client or the server of the above-mentioned client. For example, the match may refer to a game played by multiple game anchors using a MOBA game connected online.

[0039] For example, in an e-sports competition based on a MOBA game, two teams participate in each competition, with each team having five e-sports athletes. Each e-sports athlete controls a virtual character and competes in the virtual environment of the MOBA game. The virtual environment is a virtual environment displayed (or provided) when the MOBA game is executed on a terminal. The virtual environment may be a simulated real-world environment, a semi-simulated, semi-fictional environment, or a completely fictional environment. A virtual character refers to at least one movable object controlled by a user in the virtual environment. The virtual character may be a virtual person, a virtual animal, a cartoon character, etc.

[0040] The match live stream is a live stream based on a match between virtual characters in a virtual environment. That is, the match live stream is a live stream generated based on an e-sports match. For example, the displayed live broadcast screen may include a screen of virtual characters competing in a virtual environment, a screen of a commentator commenting on the e-sports match, a screen of the preparation stage of the game process, etc. The client can obtain the match live stream from the server to display the live broadcast screen of the match live stream on the live broadcast interface.

[0041] Step 304: Display the playback controls corresponding to the highlight clip in the live broadcast interface.

[0042] The highlight clip is a past clip from the live game stream. The highlight clip is generated based on the behavior of the virtual character, i.e., the highlight clip is generated based on the manipulation and control actions taken by the player on the virtual character he controls. A highlight clip may exist because users watching the live game broadcast may be interested in some exciting actions in which the player manipulates and controls the virtual character. For example, the highlight clip may be a clip in which a virtual character controlled by a player on a first team participating in a competition consecutively defeats virtual characters controlled by all players on a second team participating in the competition. The live game stream may include one or more highlight clips, or the live game stream may not include any highlight clips.

[0043] Optionally, the highlight clip may be determined by a server or a client on a terminal, or may be artificially determined in a live game stream and sent to the client via the server or directly. Taking highlight clip determination by a server as an example, when the server acquires the live game stream, the server can obtain performance parameters generated by the game's application program. The performance parameters are generated based on the operation actions of the e-sports player using the application program, i.e., based on the actions of the virtual character controlled by the e-sports player in the virtual environment, and the performance parameters are used to reflect the progress of the e-sports game. For example, within a certain period of time, a virtual character controlled by a certain player uses the virtual character's skill to defeat a virtual character controlled by another player. Based on these performance parameters, the server can determine a highlight clip in the live game stream according to highlight clip parameter conditions, where the highlight clip parameter conditions are set for performance parameters generated during the progress of the game corresponding to the live game stream. For example, the highlight clip parameter conditions may include the following: the performance parameters reflect a virtual character defeating three other virtual characters consecutively within a predetermined period of time. When the server determines that the execution parameters satisfy such highlight clip parameter conditions, the server can determine the clip that generated the execution parameters as a highlight clip in the live game stream. The server determines highlight clips in the live game stream at regular intervals, or determines highlight clips in the live game stream in real time. The highlight clip parameter conditions are determined artificially. When the server determines that a highlight clip exists in the live game stream, the server can indicate the determined result to the client, or the client can request the determined result. Optionally, the client can also determine a highlight clip in the live game stream using the above-mentioned method.That is, after the client obtains the game live stream through the server, it determines whether there is a highlight clip in the game live stream according to the above-mentioned method, and then obtains the determined highlight clip.

[0044] When the client determines that the match live stream includes a highlight clip, the client can display a playback control corresponding to the highlight clip in the live broadcast interface. Optionally, when the match live stream includes multiple highlight clips, the client can display multiple playback controls in the live broadcast interface, each representing one highlight clip. Alternatively, the client can display one playback control in the live broadcast interface, each representing multiple highlight clips present in the match live stream. The client can realize displaying the playback control corresponding to the highlight clip in the live broadcast interface by at least one of multiple display methods.

[0045] Optionally, the display methods may include directly displaying playback controls in the live broadcast interface, specifically, displaying playback controls on a progress bar in the live broadcast interface (displaying one or more playback controls to represent one or more highlight clips of the match live stream); displaying playback controls around (periphery of) the target virtual character (displaying one or more playback controls to represent one or more highlight clips corresponding to the target virtual character); displaying playback controls at the top or bottom of the live broadcast interface (displaying one playback control to represent one or more highlight clips of the match live stream); and displaying a floating, movable playback control in the live broadcast interface (displaying one playback control to represent one or more highlight clips of the match live stream). The multiple display methods may further include a method of indirectly displaying playback controls, specifically, may include at least one of: displaying playback controls in a playback list displayed on a live broadcast interface based on a playback list display operation (displaying one or more playback controls to represent one or more highlight clips of the game live stream); displaying playback controls around a target virtual character when a control display operation is triggered by a target virtual character (displaying one or more playback controls to represent one or more highlight clips corresponding to the target virtual character); and displaying playback controls on a live broadcast interface when a control display operation is triggered by a gesture operation (displaying one or more playback controls to represent one or more highlight clips of the game live stream).

[0046] The target virtual character is a virtual character whose actions generate a highlight clip, and the highlight clip corresponding to the target virtual character, i.e., the highlight clip is generated based on the actions of the target virtual character. The playback control can be displayed in the form of a button, a floating layer, a pop-up window, a list, an icon, a picture, a dynamic graphic, etc. For example, the client may display the playback control in a progress bar within a live broadcast interface, where the playback control is displayed as a circular button with an icon displayed on the button, which is used to indicate the type of content of the highlight clip.

[0047] Step 306: According to the split-screen display operation triggered based on the playback control, display the live broadcast screen in the first split-screen area, and display the highlight clip playback screen in the second split-screen area.

[0048] The first screen division area and the second screen division area are different display areas in the live broadcast interface, and the first screen division area and the second screen division area have no common area. Optionally, the first screen division area and the second screen division area belong to different views in the live broadcast interface. The live broadcast screen is a screen displayed by playing a match live stream acquired by a client in real time, and the playback screen is a screen displayed by playing a highlight clip video resource by a client. The highlight clip video resource is obtained by the client via a server or is obtained by the client extracting the highlight clip from the match live stream after determining it by itself.

[0049] When the playback control corresponds to one highlight clip, the client may display a playback screen of the highlight clip corresponding to the playback control. When the playback control corresponds to multiple highlight clips, the client may display a playback screen of the highlight clips of the game live stream in chronological order, or randomly select a highlight clip to be currently played from among the highlight clips of the game live stream, or select a highlight clip to be currently played from among the highlight clips of the game live stream according to sorting conditions, such as the number of likes, comments, plays, and gifts of different highlight clips, virtual characters controlled by the user's favorite players, etc.

[0050] Optionally, if the types of highlight clip content differ, the client may use different display ratios for the second split-screen area when splitting the content. For example, if the type of highlight clip content is a virtual character defeating only one other virtual character, the required display range is relatively small, and a 1:1 display ratio may be used. If the type of highlight clip content is a virtual character defeating five other virtual characters in succession, the required display range is relatively large, and a 16:9 display ratio may be used.

[0051] The playback control can directly trigger a split screen display operation, for example, in response to the split screen display operation triggered by the playback control, the client can directly split the live broadcast screen and the playback screen on the screen. Alternatively, the playback control can trigger a detail display operation, in response to the detail display operation triggered by the playback control, the client can display an introduction control for introducing a highlight clip, and then in response to the split screen display operation triggered by the introduction control, the client can split the live broadcast screen and the playback screen on the screen.

[0052] Optionally, if the playback control corresponds to one highlight clip, the client can display an introduction control for introducing the highlight clip corresponding to the playback control. If the playback control corresponds to multiple highlight clips, the client can display an introduction control for introducing all the highlight clips. The introduction control can be displayed in the form of a floating layer, a pop-up window, a list, etc. If the introduction control is used to introduce multiple highlight clips, information about different highlight clips being introduced in the introduction control can be displayed based on a slide operation on the introduction control. The above-mentioned triggering of an operation by a control refers to triggering an operation by a single click, double click, multiple clicks, slide, long press, etc. on the control.

[0053] In summary, according to the method provided in this embodiment, a playback control corresponding to the highlight clip of the live game stream is displayed on the live broadcast interface, and a split-screen display operation triggered according to the playback control can realize a split-screen display of the live game stream screen and the playback screen of the highlight clip, so that the user can watch the live game broadcast and play back the highlight clip at the same time. When the user plays back the highlight clip in the above-mentioned method, the user can watch the live game broadcast at the same time without any operation, which simplifies the operation when the user returns to watch the live game broadcast during the highlight clip playback process.

[0054] 4 is a flowchart of a method for displaying live game broadcasts provided in one exemplary embodiment of the present application. The method is executed by a computer device, for example, the method can be used in a third terminal or a client at the third terminal in the system as shown in FIG. 4. As shown in FIG. 4, the method includes the following steps:

[0055] Step 402: Display the live broadcast screen of the game live stream on the live broadcast interface.

[0056] The live broadcast interface is a user interface displayed when a client capable of supporting a live game broadcasting function provides the live game broadcasting function. Optionally, the game refers to an e-sports game. The game live stream is a live stream based on a game in which virtual characters compete in a virtual environment, and the game live stream is a live stream generated by the e-sports game. When the client displays the live broadcast interface, the client can obtain the game live stream in real time from the server.

[0057] Step 404: Obtain the detection result of whether the live game stream has highlight clips from the server.

[0058] A highlight clip is a past clip in a live game stream. The highlight clip may be of interest to users watching the live game broadcast. The highlight clip is determined by the server or artificially determined in the live game stream. When the server acquires the live game stream, it can obtain execution parameters generated by the game application program. The execution parameters are generated based on the operation actions of the e-sports player using the application program, i.e., based on the actions of the virtual character controlled by the e-sports player in the virtual environment. The execution parameters are used to reflect the progress of the e-sports game. The server can determine a highlight clip in the live game stream based on the execution parameters and in accordance with highlight clip parameter conditions. The highlight clip parameter conditions are set for the execution parameters generated in the progress process of the game corresponding to the live game stream. When the server determines that the execution parameters within a certain period of time satisfy the highlight clip parameter conditions, it can determine the clip in the live game stream that generated the execution parameters as a highlight clip. The server periodically determines highlight clips in the live game stream, or determines highlight clips in the live game stream in real time. The highlight clip parameter conditions are artificially determined. Optionally, the client can also determine highlight clips in the live match stream in the manner described above.

[0059] If the server determines that a highlight clip exists in the live game stream, it can instruct the client on the detection result of whether the highlight clip exists in the live game stream, or the client can voluntarily request the detection result.

[0060] As an example, Table 1 below shows a highlight clip introduction for a MOBA game-based match live stream.

[0061] [Table 1] As shown in Table 1, the content in each row introduces an exciting event (highlight clip). Each exciting event in each row has a corresponding highlight clip parameter condition, which is used to reflect the execution parameters that indicate the occurrence of the exciting event. Each exciting event has a corresponding type, icon, name, and detailed description. When a highlight clip is determined based on the highlight clip parameter condition corresponding to the exciting event in each row, not only is the highlight clip determined, but the type of the highlight clip's content can also be determined. The types of highlight clip content in Table 1 may include at least one of: a virtual character defeating at least one enemy virtual character; a virtual character unleashing a skill on an enemy virtual character; a virtual character defeating a neutral creature in the virtual environment; and a virtual character destroying an enemy building. Further, more detailed classifications can be made based on the content in Table 1 to correspond to the content of each type of highlight clip described above.

[0062] Among these, "first blood" refers to a game between two teams in which a player on one team controls a virtual character and defeats a virtual character controlled by a player on the other team for the first time. "Three consecutive wins" refers to a game between two teams in which a player on one team controls a virtual character and defeats virtual characters controlled by three players on the other team in succession within a short period of time. "Four consecutive extraordinary wins" refers to a game between two teams in which a player on one team controls a virtual character and defeats virtual characters controlled by four players on the other team in succession within a short period of time. "Five consecutive unparalleled wins" refers to a game between two teams in which a player on one team controls a virtual character and defeats virtual characters controlled by all five players (all players) on the other team in succession within a short period of time.

[0063] A team battle refers to a game in which two teams compete against each other, with players on each team controlling virtual characters. A hero refers to a virtual character controlled by a player. Virtual characters have skills, and different virtual characters may have the same or different skills. Controlling a hero using a skill refers to a player controlling a virtual character and releasing a control skill on an enemy virtual character. The control skill can restrict the movement of the enemy virtual character. The output of a virtual character refers to the damage the virtual character inflicts on the enemy virtual character through a normal attack or the release of a skill. A flash skill allows a virtual character to teleport a specified distance. Life-saving equipment refers to virtual equipment that can be worn by a virtual character and can improve their survivability. Neutral creatures refer to resources that need to be stolen in the virtual environment. A virtual character that steals a neutral creature can gain beneficial effects, such as increased attack power or strengthened defense. Different neutral creatures correspond to different beneficial effects. The camp to which the virtual character belongs includes multiple defensive towers, and in a MOBA game, when a virtual character from one camp destroys all of the defensive towers of another camp, the virtual character from that camp is considered to have won the game. A highland tower is a special defensive tower within the camp to which the virtual character belongs, and if one of the virtual characters' highland towers is destroyed, the enemy can gain a beneficial effect.

[0064] Step 406: If the match live stream has highlight clips, display the playback controls corresponding to the highlight clips on the live broadcast interface.

[0065] When the client determines that a highlight clip is included in the game live stream, the client may display a playback control corresponding to the highlight clip in the live broadcast interface, the playback control being used to realize playback of the highlight clip. Optionally, the client displays multiple playback controls in the live broadcast interface, each playback control representing one highlight clip. Alternatively, the client displays one playback control in the live broadcast interface, the playback control representing one or more highlight clips present in the game live stream.

[0066] Optionally, the client may display playback controls in one or more of the following ways:

[0067] <First display method> Upon receiving a progress bar display operation, the client may display a progress bar in the live broadcast interface. The progress bar is used to reflect the playback progress of the game live stream. For example, the progress bar display operation is triggered by a touch operation on an area of ​​the live broadcast interface that displays only the live broadcast screen. Optionally, referring again to FIG. 2 , when displaying the progress bar, the client may further display related information about the game live stream and controls for controlling the playback of the game live stream, as well as controls for releasing the barrage and controls for turning on / off the barrage displayed on the live broadcast interface. When displaying the progress bar, the client may display a playback control at a target progress position of the progress bar, which is used to indicate the corresponding playback progress of the highlight clip in the game live stream. Optionally, if the game live stream includes multiple highlight clips, the client may display multiple playback controls in the progress bar, each of which represents a highlight clip in the game live stream.

[0068] For example, when a target progress position is used to indicate the corresponding playback progress in the game live stream at the start time of a highlight clip, if the game live stream has already been played at 02:00:00 at the current time and the start time of the highlight clip is 01:00:00, the target progress position is the center position of the progress bar. Note that, since the game live stream is played in a live broadcast manner, its total playback time can be accumulated over time, and the target progress position can also be updated as the live broadcast process of the game live stream progresses. For example, for the same highlight clip, the target progress position corresponding to a first time is one-third of the way up the progress bar, and the target progress position corresponding to a second time is one-sixth of the way up the progress bar, and the first time is before the second time.

[0069] Optionally, the playback control has multiple corresponding display forms. Different display forms may have different shapes of the playback control, different icons (or text) displayed on the playback control, and different colors. For example, different display forms may display all the playback controls as circular buttons, but different icons (or text) may be displayed on the circular buttons. The icons (or text) displayed on the circular buttons may reflect the type of content of the highlight clip corresponding to the display form. When the client displays the playback control at the target progress position of the progress bar, it may display a target-type playback control. The target-type is a display form of the playback control that corresponds to the type of content of the highlight clip.

[0070] For example, refer back to Table 1, which shows nine types of playback control display formats and the correspondence between each display format and the content type of highlight clip. Each display format is a circular button, but the icons (or text) on the circular buttons differ. For example, when the highlight clip is "Three consecutive wins," the playback control is a button with a circle with a "three" in the center; when the highlight clip is "Destroy Highland Tower," the playback control is a circular button with a defensive tower icon in the center.

[0071] In addition to determining the content type of the highlight clip based on the highlight clip parameter conditions as shown in Table 1, the content type of the highlight clip can also be determined by recognizing related data of the highlight clip using a machine learning model. Optionally, the client determines the content type of the highlight clip using at least one model from among a first machine learning model, a second machine learning model, a third machine learning model, and a fourth machine learning model. The above-mentioned first machine learning model, second machine learning model, third machine learning model, and fourth machine learning model are models constructed based on a neural network (NN).

[0072] The first machine learning model predicts the content type of the highlight clip by recognizing the playback screen of the highlight clip, and the client can input the highlight clip into the first machine learning model to obtain the content type of the highlight clip predicted by the first machine learning model. The first machine learning model is obtained by training based on the playback screen of the sample clip and the content type of the sample clip (the content type of the true sample clip). For example, the sample clip can be input into the first machine learning model to obtain the predicted content type of the sample clip, and then an error loss between the predicted content type of the sample clip and the true content type of the sample clip can be determined, and the first machine learning model can be trained using the error loss. The sample clips and content types of the sample clips used by the training model are manually (artificially) determined based on past live game streams.

[0073] The second machine learning model predicts the content type of the highlight clip by recognizing the audio of the highlight clip, and the client can input the audio of the highlight clip into the second machine learning model to obtain the content type of the highlight clip predicted by the second machine learning model. The second machine learning model is obtained by training based on the audio of the sample clip and the content type of the sample clip. For example, the audio of the sample clip is input into the second machine learning model to obtain the predicted content type of the sample clip, and then an error loss between the predicted content type of the sample clip and the true content type of the sample clip is determined, and the training second machine learning model can be trained using the error loss. The audio of the highlight clip is obtained from the highlight clip, and the audio of the sample clip is obtained from the sample clip.

[0074] The third machine learning model predicts the content type of the highlight clip by recognizing the commentary audio corresponding to the highlight clip, and the client can input the commentary audio corresponding to the highlight clip into the third machine learning model to obtain the content type of the highlight clip predicted by the third machine learning model. The third machine learning model is obtained by training based on the commentary audio corresponding to the sample clip and the content type of the sample clip. For example, the commentary audio corresponding to the sample clip is input into the third machine learning model to obtain a predicted content type of the sample clip, and then an error loss between the predicted content type of the sample clip and the true content type of the sample clip is determined, and the third machine learning model can be trained using the error loss. The commentary audio corresponding to the highlight clip is generated by a game commentator commentating on the highlight clip, and the commentary audio corresponding to the sample clip is generated by the game commentator commentating on the sample clip.

[0075] The fourth machine learning model predicts the content type of the highlight clip by recognizing user operation data corresponding to the highlight clip, and the client can obtain the content type of the highlight clip predicted by the fourth machine learning model by inputting the user operation data corresponding to the highlight clip into the fourth machine learning model. The fourth machine learning model is obtained by training based on user operation data corresponding to the sample clip and the content type of the sample clip. For example, the user operation data corresponding to the sample clip can be input into the fourth machine learning model to obtain a predicted content type of the sample clip, and then an error loss between the predicted content type of the sample clip and the true content type of the sample clip can be obtained, and the fourth machine learning model can be trained using the error loss. The user operation data corresponding to the highlight clip is operation data generated by a user operating and controlling a virtual character in the highlight clip during the period of the highlight clip, and the user operation data corresponding to the sample clip is operation data generated by a user operating and controlling a virtual character in the sample clip during the period of the sample clip.

[0076] When determining the type of highlight clip content using the above-mentioned multiple machine learning models, the client can determine the type based on the number of repetitions of the highlight clip content type predicted by different models. Optionally, the client can further determine the number of repetitions based on the weights corresponding to the different models. For example, if the type determined by the first machine learning model is A with a weight of 1, the type determined by the second machine learning model is B with a weight of 3, and the type determined by the third machine learning model is A with a weight of 1, the client can determine that the number of repetitions of type A is 1 + 1 = 2, and the client can determine that the number of repetitions of type B is 3, and can determine type B as the predicted result. Optionally, the server can also determine the type of highlight clip content using the above-mentioned models and send the determined result to the client, thereby reducing the computational load on the client. The above-mentioned models can realize automatic determination of highlight clip content type based on artificial intelligence (AI), and the determined result is highly accurate.

[0077] As an example, referring again to FIG. 2, the highlight clip corresponding to the playback control displayed on the far left of the progress bar is the highlight clip for “First Blood” in Table 1, and the highlight clip corresponding to the second playback control displayed on the left of the progress bar is one highlight clip in “Exciting Operation” in Table 1.

[0078] When a client displays multiple playback controls on a progress bar, to facilitate users' clicking of playback controls on devices with relatively small display screens, the distance between two adjacent playback controls displayed on the progress bar must be equal to or greater than a distance threshold, i.e., the distance between two adjacent target progress positions must be equal to or greater than a distance threshold. For example, the distance threshold represents two minutes on the progress bar, and the longer the playback time of the live game stream, the shorter the distance threshold is in the live broadcast interface. Optionally, if the client detects that the distance between two target progress positions is less than the distance threshold, it can cancel the display of one of the playback controls or appropriately increase the distance between the two target progress positions so that it exceeds the distance threshold. Furthermore, the number of playback controls displayed by the client on the progress bar is less than a quantity threshold. For example, the quantity threshold is 16. Alternatively, the number of highlight clips determined in the process of determining highlight clips is equal to or less than the quantity threshold.

[0079] 5 is a diagram illustrating distance thresholds provided in one exemplary embodiment of the present application. Seven playback controls are displayed on a progress bar of a live broadcast interface 501, and the distance between any two playback controls is greater than the distance threshold 503. In addition, the distance between the first playback control and the start of the progress bar is also greater than the distance threshold 503.

[0080] <Second display method> As an option, a virtual environment is displayed on the live broadcast screen displayed by the client. There is a target virtual character in the virtual environment. The client displays a playback control for a highlight clip corresponding to the target virtual character around the target virtual character. For example, the playback control for the highlight clip corresponding to the target virtual character can be displayed above the target virtual character. The highlight clip corresponding to the target virtual character is generated based on the actions of the target virtual character. The highlight clip corresponding to the target virtual character includes one or more. As an option, there are one or more displayed playback controls. When displayed as a plurality, each playback control represents one highlight clip of the target virtual character. When a highlight clip is generated based on the actions of a certain virtual character, that virtual character becomes the target virtual character. For example, when the actions of a certain virtual character satisfy "First Blood" in Table 1, a highlight clip corresponding to that virtual character can be generated, and at this time, that virtual character becomes the target virtual character.

[0081] The display form of the playback control displayed by the client around different target virtual characters can be the same or different. For example, by adopting a circular button with "Play" (meaning playback) displayed in the center for all to display the playback control, it is presented to the user that the virtual character has a corresponding highlight clip. The client can further display the playback control around the target virtual character according to the type of content of the highlight clip corresponding to the target virtual character.

[0082] As an example, FIG. 6 is a diagram showing playback control provided in one exemplary embodiment of the present application. As shown in FIG. 6, a virtual environment is displayed on the live broadcast interface 601, and there is one target virtual character 602 in the virtual environment. The client can display the playback control 603 above the target virtual character 602, and the playback control 603 is displayed as a circular button with "rewind" displayed in the center, and is used to present to the user that the virtual character has a corresponding highlight clip.

[0083] <The third display method> Optionally, a virtual environment is displayed on the live broadcast screen, there is a target virtual character in the virtual environment, and the client can display an emphasis mark on the target virtual character. In response to a control display operation triggered based on the target virtual character, the client displays a playback control for a highlight clip corresponding to the target virtual character around the target virtual character. For example, the client can display a playback control for a highlight clip corresponding to the target virtual character above the target virtual character. The highlight clip corresponding to the target virtual character is generated based on the actions of the target virtual character. The highlight clip corresponding to the target virtual character includes one or more. Optionally, there is one or more displayed playback controls, and when displayed as a plurality, each playback control represents one highlight clip of the target virtual character. When a highlight clip is generated based on the actions of a certain virtual character, that virtual character becomes the target virtual character.

[0084] The emphasis mark displayed on the target virtual character is used to highlight and display the target virtual character, that is, to prompt the user that the virtual character has a corresponding highlight clip. The emphasis mark includes highlighting the name of the displayed target virtual character, displaying a frame for the target virtual character, or flashing the target virtual character.

[0085] As an option, when the client receives operations such as single click, double click, multi click, slide, long press, etc. on the target virtual character, it can be determined that the above control display operation has been received.

[0086] The display forms of the playback controls displayed by the client around different target virtual characters can be the same or different. For example, all use circular buttons with "rewind" displayed in the center to display the playback controls. The client can further display the playback controls around the target virtual character according to the type of content of the highlight clip corresponding to the target virtual character. In addition, when the display time is longer than the time length threshold, the client can cancel the display of the above emphasis mark and the above playback control. The display time length is the time length between the start time of the highlight clip corresponding to the target virtual character and the current time, for example, the time length between the start time of the latest highlight clip of the target virtual character and the current time.

[0087] For illustration, FIG. 7 is a diagram illustrating a target virtual character provided in one exemplary embodiment of the present application. As shown in FIG. 7(a), a live broadcast interface 701 displays a virtual environment, and one target virtual character 702 exists in the virtual environment. The client can display a dotted frame for the target virtual character 702. As shown in FIG. 7(b), when the client receives a single click operation on the target virtual character, it can display three playback controls 703 above the target virtual character 702, with each playback control 703 representing one highlight clip corresponding to the target virtual character 702. The playback controls 703 are displayed as square buttons, and different letters are displayed in the center of the square buttons to reflect that they represent different highlight clips corresponding to the target virtual character 702.

[0088] <Fourth display method> In response to a playback list display operation, the client can display a playback list of highlight clips in the live broadcast interface, and then display playback controls in the playback list. The list display operation is triggered by a list display control or a gesture operation on the live broadcast interface. Optionally, the list display control is a button and is displayed at the top or bottom of the live broadcast interface. The gesture operation is a sliding operation from the leftmost side of the live broadcast interface to the inside, or a sliding operation from the rightmost side of the live broadcast interface to the inside. The playback list is displayed as a rectangular frame and is displayed on the left or right side of the live broadcast interface, or as a pop-up window or floating layer. Optionally, if the game live stream includes multiple highlight clips, the client can display multiple playback controls in the playback list, with each playback control representing one highlight clip. The content displayed by each playback control includes the name of the highlight clip, the name of the player corresponding to the highlight clip, the avatar of the player corresponding to the highlight clip, and a screenshot of the highlight clip, and the client can obtain this information via the server.

[0089] For example, FIG. 8 is a diagram showing a playback list provided in one exemplary embodiment of the present application. As shown in FIG. 8, a list display button 802 is displayed on a live broadcast interface 801. In response to a single click operation on the list display button 802, a client can display a playback list 803 on the left side of the live broadcast interface 801. Three playback controls are displayed in the playback list 803. Each playback control represents one highlight clip, and each playback control is a rectangular area in the playback list, and the displayed content includes the name of the highlight clip, the name of the player corresponding to the highlight clip, and a screenshot of the highlight clip. When there are three or more highlight clips, a client can switch the playback controls in the playback list 803 by sliding the playback list 803.

[0090] <Fifth display method> A live barrage is displayed on the live broadcast screen displayed by the client. For example, the live barrage is displayed by moving and superimposed on the live broadcast screen. If a highlight clip is present in the game live stream, the client can display a suggestion barrage (which can be considered a playback control) corresponding to the highlight clip on the live barrage. The suggestion barrage is generated by the server and sent to the client, or is generated by the client. The suggestion barrage is used to indicate that a highlight clip is present in the game live stream. If multiple highlight clips are present, each highlight clip has a corresponding suggestion barrage. Among the live barrages, barrages other than the suggestion barrage are sent by users watching the game live stream. The content of the suggestion barrage is generated based on the content of the highlight clip and includes at least one of information about the player corresponding to the highlight clip, information about the virtual object, the type of content of the highlight clip, and predetermined suggestion information. Optionally, when a highlight clip is obtained, the client can display the suggestion barrage corresponding to the highlight clip, and thereafter periodically display the suggestion barrage according to a predetermined cycle. The predetermined period of different presentation barrages may be the same or different, for example, the predetermined period of highlight clips with a larger number of likes may be smaller than the predetermined period of highlight clips with a relatively smaller number of likes.

[0091] In response to a split-screen display operation triggered by the presentation barrage, the client displays a live broadcast screen in a first split-screen area and a playback screen of a highlight clip corresponding to the presentation barrage in a second split-screen area. Optionally, the split-screen display operation is triggered by a touch operation on the presentation barrage, such as a single click, double click, multiple click, slide, or long press on the presentation barrage. Triggering a split-screen display of the live broadcast screen and the playback screen of the highlight clip in the form of a barrage can prominently present the highlight clip to the user and improve the user experience without affecting the user's viewing experience.

[0092] 9 is a diagram illustrating a suggested barrage provided in one exemplary embodiment of the present application. As shown in FIG. 9, a live broadcast interface 901 displays a live broadcast screen of a game live stream, and the live broadcast screen displays a live barrage, which includes a barrage submitted by a user watching the game live stream and a suggested barrage 902, each of which represents a highlight clip of the game live stream. In response to a single click operation on the suggested barrage 902, a client can be triggered to display the live broadcast screen in a first divided screen area and a playback screen of a highlight clip corresponding to the suggested barrage in a second divided screen area. Optionally, the suggested barrage and the barrage submitted by a user may be displayed differently, for example, using at least one of different fonts, different colors, and different thicknesses.

[0093] <6th display method> In response to obtaining a highlight clip, the client can display a playback screen (which can be considered a playback control) of the highlight clip in the form of a small window on the edge of the live broadcast interface according to a predetermined time length. The predetermined time length is determined by the server or self-defined by the user. When there are multiple highlight clips, the client can sequentially display the playback screen of the highlight clip in the small window according to the time when the highlight clip was obtained and the predetermined time length. Optionally, the client can further display introductory information about the highlight clip near the small window. The small window is an area in the live broadcast interface whose display size is smaller than a predetermined size.

[0094] In response to a split-screen display operation triggered by the playback screen, the client displays a live broadcast screen in a first split-screen area and a highlight clip playback screen in a second split-screen area. Optionally, the split-screen display operation is triggered by a touch operation on the playback screen displayed in a small window. For example, the touch operation includes a single click, double click, multiple clicks, slide, long press, etc. on the playback screen. Displaying the playback screen in a small window for a predetermined time period not only allows the user to preview the playback screen but also avoids blocking the user from viewing other content on the live broadcast interface. The user can trigger a split-screen display of a clearer playback screen on demand, improving the user experience.

[0095] For example, Figure 10 is a diagram illustrating a small window display of a playback screen provided in one exemplary embodiment of the present application. As shown in Figure 10, when a client obtains a highlight clip of a live game stream, the client can display a playback screen 1002 of the highlight clip in a small window manner in the lower right corner of a live broadcast interface 1001, and can cancel the display after displaying for 5 seconds. If the client receives a single-click operation on the playback screen 1002 displayed in the small window within this period, the client can display the live broadcast screen in a first divided screen area and the playback screen of the highlight clip in a second divided screen area.

[0096] <7th display method> The live broadcast screen displayed by the client displays avatars of virtual characters controlled by players participating in the match. For example, if there are two teams participating in a match, each team has five players, and each player controls one virtual character, the client can display avatars for each of the ten virtual characters on the live broadcast screen. In response to a list display operation triggered by the avatar of a target virtual character, the client can display a playback list of highlight clips corresponding to the target virtual character, where the playback control for the highlight clip corresponding to the target virtual character is displayed in the playback list. If there are multiple highlight clips, one playback control can be displayed for each highlight clip. The highlight clips are generated based on the actions of the target virtual character. Optionally, the list display operation can be triggered by a touch operation on the avatar of the target virtual character among the virtual characters. For example, operations such as single click, double click, multiple click, slide, and long press can be performed on the avatar of the target virtual character.

[0097] In response to the split-screen display operation triggered by the playback control corresponding to the target virtual character, the client can display a live broadcast screen in the first split-screen area and a playback screen of a highlight clip corresponding to the target virtual character (playback control) in the second split-screen area. By triggering the display of the virtual character's playback list using the virtual character's avatar and displaying the virtual character's highlight clip, the user can select the virtual character who participated in the game to watch the highlight clip according to their needs, thereby improving the user experience.

[0098] 11 is a diagram illustrating a playback control of a virtual character provided in one exemplary embodiment of the present application. As shown in FIG. 11, when a client receives a single-click operation on the displayed avatar of virtual character B, the client can display a playback list 1102 of highlight clips corresponding to virtual character B in a live broadcast interface 1101, where the playback list 1102 includes playback controls for each of two highlight clips corresponding to virtual character B. In response to a split-screen display operation triggered by the playback control corresponding to virtual character B, the client can display a live broadcast screen in a first split-screen area and display a playback screen of the highlight clip corresponding to the playback control in a second split-screen area.

[0099] It should be noted that the client can use any one of the above display methods to display the playback control, or can use multiple of the above display methods to display the playback control, that is, the above different display methods can be freely combined and used, but this is not limited in the embodiments of the present application. In addition, the client can also use other display methods to display the playback control. The above display methods are merely examples and do not limit the display method of the playback control in the embodiments of the present application.

[0100] Step 408: According to the split-screen display operation triggered based on the playback control, display the live broadcast screen in the first split-screen area, and display the highlight clip playback screen in the second split-screen area.

[0101] The first and second screen divisions are different display areas within the live broadcast interface. The live broadcast screen is displayed by playing the match live stream acquired by the client in real time, and the playback screen is displayed by playing the highlight clip video resource acquired by the client. The match live stream and the highlight clip video resource can be played simultaneously. The highlight clip video resource is acquired by the client via the server.

[0102] Optionally, when splitting the screen to display the live broadcast screen and the highlight clip, the client can determine the display proportion of the second split screen area in the live broadcast interface based on the content type of the highlight clip, and then display the live broadcast screen and the highlight clip based on the determined display proportion. For example, if the content type of the highlight clip is "First Blood" in Table 1, the required display range is relatively small, and a 1:1 display proportion can be used. If the content type of the highlight clip is "Five Consecutive Imperfect Worlds" in Table 1, the required display range is relatively large, and a 16:9 display proportion can be used.

[0103] For example, FIG. 12 is a diagram illustrating the display ratio of the second screen division area in the live broadcast interface provided in one exemplary embodiment of the present application. As shown in FIG. 12, when it is necessary to split the live broadcast screen and the playback screen into separate screens, the client can determine the display ratio of the second screen division area in the live broadcast interface based on the type 1201 of the highlight clip content. For example, in FIG. 12(a), the display ratio of the second screen division area is 16:9. In FIG. 12(b), the display ratio of the second screen division area is 4:3. In FIG. 12(c), the display ratio of the second screen division area is 1:1. In FIG. 12(d), the display ratio of the second screen division area is 3:4. When determining the display ratio of the second screen division area, the client can further determine the display position and display area of ​​the second screen division area and the first screen division area.

[0104] Optionally, when a plurality of highlight clips are included, the client can further use more screen division areas to display the live broadcast screen and the playback screen. For example, the first screen division area can be used to display the live broadcast screen, the second screen division area can be used to display the first playback screen, and the third screen division area can be used to display the second playback screen. The first playback screen and the second playback screen are screens obtained by playing different highlight clips.

[0105] The playback control can directly trigger a split-screen display operation. For example, in response to a split-screen display operation triggered by the playback control, the client can directly split-screen display the live broadcast screen and the playback screen. Alternatively, the playback control can trigger a detail display operation. In response to the detail display operation triggered by the playback control, the client can display a detail introduction control corresponding to the highlight clip in the live broadcast interface. In response to the split-screen display operation triggered by the detail introduction control, the client can display the live broadcast screen in a first split-screen area and the playback screen in a second split-screen area. Optionally, when the playback control is displayed as a progress bar, the playback control can trigger the above-mentioned detail display operation. The detail introduction control is displayed as a rectangular pop-up window. The detail introduction control displays information for introducing the highlight clip corresponding to the playback control. It is used to introduce information about the highlight clip, such as the name of the highlight clip, the name of the player corresponding to the highlight clip, the avatar of the player corresponding to the highlight clip, and a screenshot of the highlight clip. The client can obtain the above information via the server. Optionally, the detail introduction control displays a detail introduction button, which is used to trigger the split-screen display operation. The above-mentioned triggers of operations by the control include triggers of operations by single clicking, double clicking, multiple clicking, sliding, long pressing, etc. on the control.

[0106] Optionally, if the playback control corresponds to one highlight clip, i.e., it represents one highlight clip, the client can display a playback screen of the highlight clip corresponding to the playback control. If the playback control corresponds to multiple highlight clips, i.e., it represents multiple highlight clips, the client can display a playback screen of the highlight clip closest to the current time, or a playback screen of the highlight clip furthest from the current time, or a playback screen of the highlight clip with the most "likes," or randomly select one of the multiple highlight clips and display its playback screen.

[0107] 2, when the client receives a single click operation on the playback control in the progress bar, the client can receive a detail display operation and display a detailed introduction control above the playback control.When the client receives a single click operation on "Watch on separate screens simultaneously" in the detailed introduction control, the client can receive a split screen display operation, so that the live broadcast screen and the playback screen can be displayed on separate screens.

[0108] Optionally, the client can also trigger the split-screen display operation by other methods without displaying the playback control. For example, when a gesture operation on the live broadcast interface satisfies a trajectory condition, the client can display the live broadcast screen in a first split-screen area and the playback screen in a second split-screen area. The trajectory condition is set for the sliding trajectory of the gesture operation. For example, the trajectory condition can include the following: the sliding trajectory forms a predetermined shape, or the sliding trajectory is a trajectory that slides from the outside to the inside of the live broadcast interface, such as a trajectory that slides from the left side to the inside or a trajectory that slides from the right side to the inside.

[0109] For illustration, Fig. 13 is a diagram illustrating gesture operations provided in one exemplary embodiment of the present application. As shown in Fig. 13, a client displays a live broadcast interface 1301, and when the client receives a slide operation 1302 sliding inward from the left side in the live broadcast interface 1301, the client can trigger a split-screen display operation to display a live broadcast screen in a first split-screen area and a playback screen in a second split-screen area.

[0110] Furthermore, when a live game stream includes multiple highlight clips, the client can switch the display of the playback screen of the highlight clips of the live game stream in chronological order according to a switching operation on the playback screen. The switching operation includes a sliding operation on the displayed playback screen, such as sliding up, sliding down, sliding left, and sliding right. Furthermore, when the playback screen of the displayed highlight clip is realized by the playback control of the second or third display method described above, when switching highlight clips, the client can only switch within the range of the highlight clip corresponding to the target virtual character.

[0111] For illustration, Fig. 14 is a diagram illustrating a switching operation provided in one exemplary embodiment of the present application. As shown in Fig. 14, a client displays a highlight clip playback screen 1401 in a live broadcast interface. When the client receives a slide up operation 1402 on the playback screen 1401, the client can switch to and display a playback screen of a highlight clip that is located after the highlight clip in time.

[0112] The client can cancel the split screen display and restore the full-screen live broadcast display according to an on / off operation for the playback screen. While displaying the highlight clip playback screen in the second split screen area, the client can also display interactive controls in the second split screen area, allowing the user to interact with the highlight clip. The interactive controls are displayed as buttons.

[0113] For illustration, Fig. 15 is a diagram illustrating a second screen division area provided in one exemplary embodiment of the present application. As shown in Fig. 15, a highlight clip playback screen, a "Like" button 1502, and a share button 1503 are displayed in the second screen division area 1501. When the client receives a single click operation on the "Like" button 1502, a "Like" icon can be displayed in the center of the second screen division area 1501.

[0114] 16 is a diagram showing a second screen division area provided in one exemplary embodiment of the present application. As shown in FIG. 16 and FIG. 15, when the client receives a single-click operation on the share button 1503, the client can display a pop-up window 1504 in the second screen division area 1501, and the pop-up window 1504 displays a button for downloading the highlight clip, a button for transferring the highlight clip, a button for sharing the highlight clip with followed users / groups, and a button for canceling the display of the pop-up window 1504.

[0115] In one specific example, a playback control is displayed on a progress bar, and the playback control can trigger the display of a detail introduction control. This will be taken as an example to introduce the interactive process of the method provided in the embodiment of the present application. FIG. 17 is a flowchart of the front-end interactive process provided in one exemplary embodiment of the present application. As shown in FIG. 17, in step S1, the client displays a live broadcast interface in response to a user's operation, and displays a live broadcast screen of a game live stream on the live broadcast interface. In step S2, the client displays a progress bar on the live broadcast interface in response to a user's operation. In step S3, the client determines whether a highlight clip exists in the game live stream. In step S4, if a highlight clip does not exist in the game live stream, the user can play back the game live stream based on the operation of dragging the progress bar. In step S5, if a highlight clip exists in the game live stream, the client displays a playback control (an exciting event tag) on ​​the progress bar, and can receive the user's operation of clicking the playback control. In step S6, the client displays a detailed introduction control (a bubble for split-screen simultaneous viewing) in the live broadcast interface. In step S7, the client receives a user's click on the split-screen simultaneous viewing button in the detailed introduction control. In step S8, the client displays a split-screen display of the live broadcast screen of the match live stream and a playback screen of the highlight clip in the live broadcast interface.

[0116] In one specific example, an implementation process of the method provided in the embodiment of the present application will be introduced. FIG. 18 is a flowchart for implementing split-screen display provided in one exemplary embodiment of the present application. As shown in FIG. 18, in step A1, the client plays a live game stream through a live broadcast interface. In step A2, the client detects whether a highlight clip exists in the live game stream. In step A3, if a highlight clip does not exist in the live game stream, the client does not display a playback control on the progress bar. In step A4, if a highlight clip exists in the live game stream, the client may display a playback control (an icon of an exciting event) on the progress bar. In step A5, the client receives a user's click on the playback control. In step A6, the client displays a detailed preview control (an event bubble) on the live broadcast interface. In step A7, the client obtains information for introducing the highlight clip through the server, thereby realizing the display of information for introducing the highlight clip in the detailed preview control. In step A8, the client receives a user's click on the "Watch on Split Screen Simultaneously" button displayed on the detailed preview control. In step A9, the client obtains the video resource of the highlight clip through the server. In step A10, the client divides the live broadcast interface into two screen display areas, and displays the live broadcast screen of the game live stream in the left area and the playback screen of the highlight clip in the right area.

[0117] For example, FIG. 19 is a flowchart for obtaining data related to split-screen display provided in one exemplary embodiment of the present application. As shown in FIG. 19, in step B1, the client receives a user's instruction to watch a live game stream, displays a live broadcast interface, and plays the live game stream. In step B2, the client requests the server to determine whether a highlight clip exists in the live game stream. In step B3, the client obtains the determination result from the server whether a highlight clip exists in the live game stream and displays a playback control on the progress bar of the live broadcast interface. In step B4, the client receives a user's click on the playback control. In step B5, the client requests the server to provide information for playing a highlight clip corresponding to the playback control. In step B6, the client receives information for playing a highlight clip corresponding to the playback control sent by the server. In step B7, the client displays a detailed preview control on the live broadcast interface and displays information for playing a highlight clip corresponding to the playback control in the detailed preview control. Thereafter, the client receives a user's click on the "Watch on Split Screen Simultaneously" button in the detailed preview control. In step B8, the client requests the video resource of the highlight clip from the server. In step B9, the client receives the video resource of the highlight clip sent from the server and displays the live broadcast screen of the match live stream and the playback screen of the highlight clip on the live broadcast interface in a split screen.

[0118] In summary, according to the method provided in this embodiment, a playback control corresponding to the highlight clip of the live game stream is displayed on the live broadcast interface, and a split-screen display operation triggered according to the playback control can realize a split-screen display of the live game stream screen and the playback screen of the highlight clip, so that the user can watch the live game broadcast and play back the highlight clip at the same time. When the user plays back the highlight clip in the above-mentioned method, the user can watch the live game broadcast at the same time without any operation, which simplifies the operation when the user returns to watch the live game broadcast during the highlight clip playback process.

[0119] In addition, the playback control can display a playback screen of the corresponding highlight clip, allowing the pre-edited highlight clip to be played back based on the user's operation, which can prevent the user from repeatedly dragging the progress bar to find the highlight clip, thereby improving the efficiency with which the user finds the highlight clip.

[0120] According to the method provided in this embodiment, by displaying the playback control at the target progress position of the progress bar, an intuitive display of the playback control can be realized, and the playback progress of the highlight clip in the live game stream can also be indicated, which makes it convenient for users to search for highlight clips and improves the efficiency of finding highlight clips.

[0121] According to the method provided in this embodiment, playback controls are displayed in different display formats, and the display format of the playback controls indicates the type of content of the highlight clips corresponding to the playback controls, allowing the user to intuitively recognize the differences in content between different highlight clips, thereby making it convenient for the user to search for highlight clips and improving the efficiency of finding highlight clips.

[0122] According to the method provided in this embodiment, the distance between two adjacent playback controls displayed on the progress bar is set to be equal to or greater than a distance threshold, thereby avoiding erroneous operations that may occur when users using a relatively small terminal screen click on a playback control, and improving the user experience.

[0123] According to the method provided in this embodiment, by displaying the playback control around the target virtual character, an intuitive display of the playback control can be realized, and at the same time, the virtual character corresponding to the highlight clip can be indicated, which makes it convenient for the user to find the highlight clip and improves the efficiency of finding the highlight clip.

[0124] According to the method provided in this embodiment, by displaying a highlight mark on the target virtual character, it indicates that the target virtual character has a corresponding highlight clip, which can improve the efficiency of the user to find the highlight clip.By displaying the playback control based on the control display operation triggered by the target virtual character, it can prevent the user from directly playing back the highlight clip due to an erroneous operation, which can improve the user experience.

[0125] According to the method provided in this embodiment, by displaying a playback list and displaying playback controls in the playback list, it is possible to realize the simultaneous display of playback controls for multiple highlight clips, which makes it convenient for users to select and play back highlight clips based on their preferences and improves the user experience.

[0126] According to the method provided in this embodiment, by triggering the split-screen display of the live broadcast screen and the highlight clip playback screen in the form of a barrage of messages, the highlight clips can be prominently presented to the user without affecting the user's viewing experience, thereby improving the user experience.

[0127] According to the method provided in this embodiment, the playback screen is displayed in a small window format according to a predetermined time length, which not only allows the user to preview the playback screen but also avoids blocking the user from viewing other content on the live broadcast interface, and the user can trigger a split-screen display of a clearer playback screen on demand, thereby improving the user experience.

[0128] According to the method provided in this embodiment, the avatar of a virtual character triggers the display of a playback list of the virtual character, and displays the highlight clips of the virtual character, so that the user can select the virtual character who participated in the match to watch the highlight clips according to their needs, thereby improving the user experience.

[0129] According to the method provided in this embodiment, a detailed introduction control is displayed based on the playback control, and information for introducing the highlight clip is displayed through the detailed introduction control, thereby making it convenient for the user to quickly understand the content of the selected highlight clip, thereby making it convenient for the user to search for highlight clips and improving the efficiency of finding highlight clips.

[0130] According to the method provided in this embodiment, a gesture operation can be used to trigger the split-screen display of highlight clips and live game streams, thereby providing an operation method for quickly viewing highlight clip playback.

[0131] According to the method provided in this embodiment, by setting different display ratios of the second divided screen area for highlight clips with different content types, highlight clips can be displayed at an optimal display ratio when displayed on a divided screen, thereby improving the user's experience of watching highlight clips.

[0132] According to the method provided in this embodiment, by supporting a playback screen of highlight clips that is switched and displayed according to a switching operation, a user can switch between different highlight clips when watching highlight clips.

[0133] In addition, the execution order of the steps in the methods provided in the embodiments of the present application can be adjusted appropriately, and the number of steps can be increased or decreased depending on the circumstances. Any modified methods that a person skilled in the art can easily come up with within the technical scope disclosed in the present application are all within the scope of protection of the present application, so a comprehensive description will be omitted here.

[0134] 20 is a block diagram of a live game broadcast display device provided in one exemplary embodiment of the present application. As shown in FIG. 20, the device includes:

[0135] Display module 2001: Used to display a live broadcast screen of a match live stream on the live broadcast interface, where the match live stream is a live stream based on a match in which a virtual character competes in a virtual environment.

[0136] The display module 2001 is further used to display playback controls corresponding to highlight clips in the live broadcast interface, where the highlight clips are past clips in the match live stream.

[0137] The display module 2001 is further used to display a live broadcast screen in a first screen division area and a highlight clip playback screen in a second screen division area in response to a screen division display operation triggered based on the playback control, where the first screen division area and the second screen division area are different display areas within the live broadcast interface, and the first screen division area and the second screen division area have no common parts.

[0138] In one alternative design, the display module 2001 is used to display a progress bar in the live broadcast interface and display a playback control at a target progress position of the progress bar, which is used to indicate the corresponding playback progress in the match live stream of the highlight clip.

[0139] In one alternative design, the playback control has a plurality of corresponding display forms, and the display module 2001 is used to display a target form of the playback control at a target progress position of the progress bar, where the target form is a display form of the playback control that corresponds to the type of content of the highlight clip.

[0140] In one alternative design, as shown in FIG. 21, the device further includes:

[0141] Determination module 2002: Used to determine the type of content of the highlight clip by at least one of the first machine learning model, the second machine learning model, the third machine learning model, and the fourth machine learning model.

[0142] Among them, the first machine learning model predicts the content type of a highlight clip by recognizing a playback screen of the highlight clip, and the first machine learning model is obtained by training using the playback screen of the sample clip and the content type of the sample clip; the second machine learning model predicts the content type of a highlight clip by recognizing the audio of the highlight clip, and the second machine learning model is obtained by training using the audio of the sample clip and the content type of the sample clip; the third machine learning model predicts the content type of a highlight clip by recognizing commentary audio corresponding to the highlight clip, and the third machine learning model is obtained by training using the commentary audio corresponding to the sample clip and the content type of the sample clip; and the fourth machine learning model predicts the content type of a highlight clip by recognizing user operation data corresponding to the highlight clip, and the fourth machine learning model is obtained by training using user operation data corresponding to the sample clip and the content type of the sample clip.

[0143] In one alternative design, the distance between two adjacent playback controls displayed in the progress bar is greater than or equal to a distance threshold.

[0144] In one alternative design, the live broadcast screen displays a virtual environment, a target virtual character exists in the virtual environment, and highlight clips are generated based on the actions of the target virtual character. The display module 2001 is used to display playback controls for the highlight clips corresponding to the target virtual character around the target virtual character.

[0145] In one alternative design, the display module 2001 is used to display a highlight mark on the target virtual character, and the highlight mark is used to highlight the target virtual character. Based on a control display operation triggered by the target virtual character, a playback control of a highlight clip corresponding to the target virtual character is displayed around the target virtual character.

[0146] In one alternative design, the display module 2001 is used to display a playback list of highlight clips in the live broadcast interface in response to a playback list display operation, where playback controls are displayed in the playback list.

[0147] In one alternative design, the display module 2001 is used to display a presentation barrage corresponding to a highlight clip in the live barrage, and in response to a split-screen display operation triggered by the presentation barrage, display a live broadcast screen in a first split-screen area, and display a playback screen of the highlight clip corresponding to the presentation barrage in a second split-screen area.

[0148] In one alternative design, the display module 2001 is used to, in response to obtaining a highlight clip, display a playback screen of the highlight clip in a small window manner on the edge of the live broadcast interface according to a predetermined time length, and, in response to a split-screen display operation triggered by the playback screen, display a live broadcast screen in a first split-screen area and display a playback screen of the highlight clip in a second split-screen area.

[0149] In one alternative design, the live broadcast screen displays avatars of virtual characters controlled by players participating in the game. The display module 2001 displays a playback list of highlight clips corresponding to the target virtual character in response to a list display operation triggered by the avatar of the target virtual character, and the playback list displays playback controls of the highlight clips corresponding to the target virtual character, the highlight clips being generated based on the actions of the target virtual character, and is used to display the live broadcast screen in a first divided screen area and a playback screen of the highlight clips corresponding to the target virtual character in a second divided screen area in response to a split screen display operation triggered by the playback controls corresponding to the target virtual character.

[0150] In one alternative design, the display module 2001 displays a detailed introduction control corresponding to the highlight clip on the live broadcast interface in response to a detailed display operation triggered by the playback control, and the detailed introduction control displays information for introducing the highlight clip, and is used to display a live broadcast screen in the first divided screen area and a playback screen in the second divided screen area in response to a split screen display operation triggered by the detailed introduction control.

[0151] In one alternative design, the display module 2001 is used to display a live broadcast screen in the first screen division area and a playback screen in the second screen division area in response to a gesture operation in the live broadcast interface satisfying a trajectory condition, where the trajectory condition is set for the sliding trajectory of the gesture operation.

[0152] In one alternative design, as shown in FIG. 21, the device further includes:

[0153] A determination module 2002 is used to determine the display proportion of the second screen division area in the live broadcast interface according to the type of the highlight clip content.

[0154] In one optional design, the display module 2001 is used to switch and display the playback screen of the highlight clips of the game live stream in chronological order in response to a switching operation on the playback screen when the game live stream includes multiple highlight clips.

[0155] Although the live match broadcast display device provided in the above-mentioned embodiments is described using the division of the above-mentioned functional modules as an example, in actual application, the above-mentioned functions may be assigned to different functional modules according to needs, that is, the internal configuration of the device may be divided into different functional modules to complete all or some of the above-mentioned functions. Furthermore, the live match broadcast display device provided in the above-mentioned embodiments belongs to the same concept as the embodiment of the live match broadcast display method, and the specific implementation process thereof may refer to the embodiment of the method, so a detailed description thereof will be omitted here.

[0156] An embodiment of the present application further provides a computer device, which includes a processor and a memory, and the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to realize the live game broadcast display method provided in each of the above-mentioned method embodiments.

[0157] Optionally, the computing device is a terminal. By way of example, Figure 22 is a block diagram of a terminal provided in one exemplary embodiment of the present application.

[0158] The terminal 2200 typically includes a processor 2201 and a memory 2202 .

[0159] The processor 2201 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 2201 may be implemented using at least one hardware component selected from the group consisting of a digital signal processing (DSP), a field-programmable gate array (FPGA), and a programmable logic array (PLA). The processor 2201 may include a main processor and a coprocessor. The main processor is a processor for processing data in an active state and is also referred to as a central processing unit (CPU). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2201 may be integrated with a graphics processing unit (GPU), which is used to render and draw content that needs to be displayed on a display screen. In some embodiments, the processor 2201 may further include an artificial intelligence (AI) processor, which is used to process computational operations related to machine learning.

[0160] The memory 2202 may include one or more computer-readable storage media, which may be non-transitory. The memory 2202 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disks or flash memory. In some embodiments, the non-transitory computer-readable storage medium in the memory 2202 is used to store at least one instruction that is configured to be executed by the processor 2201 to implement the method for displaying live game broadcasts provided in the method embodiments of the present application.

[0161] In some embodiments, the terminal 2200 further includes a display screen 2203. The display screen 2203 is used to display a user interface (UI). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2203 is a touch panel, the display screen 2203 further has the ability to collect touch signals on or above the surface of the display screen 2203. The touch signals can be input to the processor 2201 as control signals and processed. In this case, the display screen 2203 is further used to provide virtual buttons and / or a virtual keyboard (also referred to as soft buttons and / or a soft keyboard). In some embodiments, there is one display screen 2203 and it may be mounted on the front plate of the terminal 2200. In other embodiments, there are at least two display screens 2203 and each may be mounted on a different surface of the terminal 2200 or may be designed to be foldable. In still other embodiments, the display screen 2203 is a flexible display screen and may be mounted on a curved or foldable surface of the terminal 2200. Furthermore, the display screen 2203 may be mounted in a non-rectangular irregular shape, i.e., an irregularly shaped screen. The display screen 2203 may be formed using materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0162] As will be appreciated by those skilled in the art, the configuration shown in FIG. 22 is not limiting of terminal 2200, which may include more or fewer components than shown, or may combine some components, or may employ a different layout.

[0163] An embodiment of the present application further provides a computer-readable storage medium having at least one program code stored therein, the program code being configured to realize the live game broadcast display method provided in each of the above-mentioned method embodiments when loaded and executed by a processor of a computer device.

[0164] In an embodiment of the present application, a computer program product or a computer program is further provided, the computer program product or the computer program includes computer instructions stored in a computer-readable storage medium, and a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, thereby enabling the computer device to realize the method for displaying live game broadcasts provided in each of the above-mentioned method embodiments.

[0165] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.

Claims

1. 1. A computer device-implemented method for displaying live game broadcasts, comprising: displaying a live broadcast screen of a match live stream on a live broadcast interface, the match live stream being a live stream based on a match in which a virtual character competes in a virtual environment; displaying a playback control corresponding to a highlight clip on the live broadcast interface, the highlight clip being a past clip in the game live stream; displaying a detail introduction control corresponding to the highlight clip on the live broadcast interface in response to a detail display operation triggered by the playback control, wherein information for introducing the highlight clip is displayed on the detail introduction control; and The method includes a step of displaying the live broadcast screen in a first divided screen area and displaying a playback screen of the highlight clip in a second divided screen area in response to a divided screen display operation triggered by the detailed introduction control, wherein the first divided screen area and the second divided screen area are different display areas in the live broadcast interface, and the first divided screen area and the second divided screen area have no common portion.

2. The step of displaying a playback control corresponding to the highlight clip on the live broadcast interface comprises: Displaying a progress bar on the live broadcast interface; and displaying the playback control at a target progress position of the progress bar, the target progress position being used to indicate a corresponding playback progress of the highlight clip in the live match stream; The method of claim 1.

3. The playback control has a plurality of display forms, and the step of displaying the playback control at the target progress position of the progress bar comprises: displaying a goal-type playback control at a goal progress position of the progress bar; the target format is a display format corresponding to a type of content of the highlight clip among the plurality of display formats of the playback control; The method of claim 2.

4. The method further comprises: determining a content type of the highlight clip using at least one of a first machine learning model, a second machine learning model, a third machine learning model, and a fourth machine learning model; the first machine learning model predicts a content type of the highlight clip by recognizing a playback screen of the highlight clip, and the first machine learning model is obtained by training using a playback screen of a sample clip and a content type of the sample clip; the second machine learning model predicts a type of content of the highlight clip by recognizing the audio of the highlight clip, and the second machine learning model is obtained by training using the audio of the sample clip and the type of content of the sample clip; the third machine learning model predicts a content type of the highlight clip by recognizing a commentary audio corresponding to the highlight clip, and the third machine learning model is obtained by training using the commentary audio corresponding to the sample clip and the content type of the sample clip; the fourth machine learning model predicts a content type of the highlight clip by recognizing user operation data corresponding to the highlight clip, and the fourth machine learning model is obtained by training using user operation data corresponding to the sample clip and a content type of the sample clip; The method of claim 3.

5. The distance between two adjacent playback controls displayed on the progress bar is equal to or greater than a distance threshold. The method of claim 2.

6. The virtual environment is displayed on the live broadcast screen, a target virtual character exists in the virtual environment, and the highlight clip is generated based on the actions of the target virtual character; displaying a playback control corresponding to the highlight clip on the live broadcast interface, displaying playback controls for a highlight clip corresponding to the target virtual character around the target virtual character; The method of claim 1.

7. The step of displaying a playback control of a highlight clip corresponding to the target virtual character around the target virtual character, comprising: displaying an emphasis mark on the target virtual character, the emphasis mark being used to highlight the target virtual character; and and displaying a playback control for a highlight clip corresponding to the target virtual character around the target virtual character in response to a control display operation triggered based on the target virtual character. The method of claim 6.

8. The step of displaying a playback control corresponding to the highlight clip on the live broadcast interface, comprising: displaying a playback list of the highlight clips on the live broadcast interface in response to a playback list display operation; and displaying the playback control in the playback list; The method of claim 1.

9. A live barrage of bullets is displayed on the live broadcast screen, and the method further comprises: displaying a presentation barrage corresponding to the highlight clip on the live barrage; and In response to a split-screen display operation triggered by the suggested barrage, the live broadcast screen is displayed in the first split-screen area, and a playback screen of a highlight clip corresponding to the suggested barrage is displayed in the second split-screen area.

9. The method according to any one of claims 1 to 8.

10. The method further comprises: In response to the acquisition of the highlight clip, displaying a playback screen of the highlight clip in the form of a small window on the edge of the live broadcast interface according to a predetermined time length; and a step of displaying the live broadcast screen in the first divided screen area and displaying the highlight clip playback screen in the second divided screen area in response to a divided screen display operation triggered by the playback screen; 9. The method according to any one of claims 1 to 8.

11. The live broadcast screen displays avatars of virtual characters controlled by players participating in the game, and the method further comprises: displaying a playback list of highlight clips corresponding to a target virtual character in response to a list display operation triggered by an avatar of the target virtual character, the playback list displaying playback controls of highlight clips corresponding to the target virtual character, the highlight clips being generated based on actions of the target virtual character; and displaying the live broadcast screen in the first divided screen area and displaying a playback screen of a highlight clip corresponding to the target virtual character in the second divided screen area in response to a divided screen display operation triggered by a playback control corresponding to the target virtual character; 9. The method according to any one of claims 1 to 8.

12. The method further comprises: a step of displaying the live broadcast screen in the first divided screen area and displaying a playback screen of the highlight clip in the second divided screen area in response to a gesture operation on the live broadcast interface satisfying a trajectory condition; the trajectory condition is set for a slide trajectory of the gesture operation; 9. The method according to any one of claims 1 to 8.

13. The method further comprises: determining a display ratio of the second screen area to the live broadcast interface based on a content type of the highlight clip; 9. The method according to any one of claims 1 to 8.

14. The method further comprises: and when the live stream of the match includes a plurality of highlight clips, switching and displaying the playback screen of the highlight clips of the live stream of the match in chronological order in response to a switching operation on the playback screen.

9. The method according to any one of claims 1 to 8.

15. A device for displaying a live game broadcast, comprising: at least one processor; a memory coupled to the at least one processor and configured to store a computer program; 15. An apparatus, wherein the computer program, when loaded by and executed by the processor, implements the method of any one of claims 1 to 14.

16. A computer program for causing a computer to execute a method according to any one of claims 1 to 14.