Method and apparatus for virtual scene interaction processing, electronic device, and computer program
The method and apparatus for processing interactions in virtual scenes improve efficiency by allowing users to select teams and routes with a single slide operation, addressing the inefficiencies of existing methods and enhancing user experience.
Patent Information
- Application Number
- JP2024564508
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-09-23
- Filing Date
- 2023-08-16
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2043-08-16
AI Technical Summary
Existing methods for interacting with virtual scenes in computer applications, such as games, are inefficient, requiring multiple clicks or operations to select options, leading to high operational difficulty and low efficiency.
A method and apparatus for processing interactions in a virtual scene that allows users to select teams and routes using a single slide operation, reducing the number of operation steps and improving interaction efficiency.
The proposed solution reduces the number of operation steps, enhances interaction efficiency in virtual scenes, saves computing resources, and improves user experience by simplifying the selection process.
Smart Images

Figure 2025516259000001_ABST
Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed with the Chinese Patent Office on September 23, 2022, with an application number of 202211165140.5, and the entire content thereof is incorporated herein by reference.
[0002] This application relates to the technical field of computers, and in particular, to a method and apparatus for processing interactions in a virtual scene, an electronic device, and a computer program.
Background Art
[0003] With the display technology based on graphics processing hardware, the means for perceiving the environment and acquiring information has been expanded. In particular, the display technology of virtual scenes can realize various interactions between virtual objects (objects) controlled by users or artificial intelligence according to actual application needs, and there are various typical application scenarios. For example, in virtual scenes such as games, the real battle process between virtual objects can be simulated.
[0004] When a user controls a virtual object in a virtual scene by clicking on multiple controls in a human-computer interaction interface, when trying to select among multiple types of options, usually, it is necessary to perform multiple clicks or other operations on multiple controls, the difficulty of operation is high, and the operation efficiency is low. In other words, regarding the problem that the efficiency of interaction in a virtual scene is not high, there is still no effective solution in the related art.
Summary of the Invention
Problems to be Solved by the Invention
[0005] Embodiments of this application aim to provide a method and apparatus for processing interactions in a virtual scene, an electronic device, and a computer program that can improve the efficiency of interaction in a virtual scene.
Means for Solving the Problem
[0006] According to an embodiment of the present application, a method for processing interaction of a virtual scene is provided. The method is executed by an electronic device, and the method includes: displaying a virtual scene and also displaying at least one team control, wherein the virtual scene includes a plurality of teams participating in the interaction; displaying the labels (IDs) of the plurality of teams in response to a first click (also referred to as "tap") operation on the first team control; displaying the label of the first team based on a selection state in response to a first slide operation and the fact that the first slide operation passes through the label of the first team, wherein the first slide operation is performed from the click position of the first click operation when the first click operation is maintained without being released; and displaying the traveling route of the first team based on a selection state in response to the release of the first slide operation, wherein the traveling route includes steps set by the first slide operation.
[0007] According to an embodiment of the present application, an apparatus for processing interaction of a virtual scene is provided. The apparatus includes: a display module and a selection module, the display module is configured to display a virtual scene and also display at least one team control, and the virtual scene includes a plurality of teams participating in the interaction, the display module is further configured to display the labels of the plurality of teams in response to a first click operation on the first team control, The selection module is configured to display the logo of the first team based on a selection state in response to a first slide operation and that the first slide operation has passed the logo of the first team. Among them, the first slide operation is performed from the click position of the first click operation when the first click operation is maintained without being released. The selection module is further configured to display the traveling route of the first team based on a selection state in response to the first slide operation being released. Among them, the traveling route is set by the first slide operation.
[0008] According to an embodiment of the present application, an electronic device is provided, which a memory storing computer-executable instructions (a computer program); and a processor connected to the memory, The processor is configured to realize the interaction processing method of the virtual scene provided in the embodiment of the present application by executing the computer-executable instructions stored in the memory.
[0009] According to an embodiment of the present application, a computer-readable storage medium is provided, in which computer-executable instructions are stored. When the instructions are executed by a processor, the processor is caused to realize the interaction processing method of the virtual scene provided in the embodiment of the present application.
[0010] According to an embodiment of the present application, a computer program product is provided, which includes a computer program or computer-executable instructions. When the computer program or computer-executable instructions are executed by a processor, the processor is caused to realize the interaction processing method of the virtual scene provided in the embodiment of the present application.
Advantages of the Invention
[0011] By performing a first slide operation with the first team control as the starting point, selections for two different options of team and route are realized. By means of the first slide operation, the travel route corresponding to the first team is set. Compared with the conventional method where only one type of option can be selected each time an operation is performed, the number of operation steps is reduced, the efficiency of interaction in the virtual scene is improved, and the computing resources required for the virtual scene can be saved. Also, since the operation difficulty for the user can be reduced and the degree of freedom of the user's selection can be increased, the user experience can be improved as well.
Brief Description of the Drawings
[0012]
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Embodiments for Carrying Out the Invention
[0013] To make the objectives, technical solutions, and advantages of the present application clearer, the present application will be described in more detail below in conjunction with the drawings. It should be noted that the described embodiments do not limit the present application, and all other embodiments obtained by those skilled in the art without creative labor also fall within the protection scope of the present application.
[0014] In the following description, the expression "some embodiments" means a subset of all possible embodiments. However, for the sake of understanding, "some embodiments" may be the same subset or different subsets of all possible embodiments, and as long as there is no contradiction, they can be combined with each other.
[0015] Also, in the following description, the terms "first / second..." are only used to distinguish similar objects and do not represent a specific order of the objects. As can be understood, "first / second..." can exchange its specific order so that the embodiments of the present application described herein are implemented in an order other than the order illustrated or described herein, if permitted.
[0016] As can be understood, regarding related data such as user information and user feedback data in the embodiments of the present application, when the embodiments of the present application are applied to a product or technology, it is necessary to obtain the permission or consent of the user, and the collection, use, and processing of related data need to comply with the relevant laws and standards of the relevant countries and regions.
[0017] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used herein are for the purpose of describing the embodiments of the present application only and do not limit the present application.
[0018] Before explaining the embodiments of the present application in detail, nouns and terms related to the embodiments of the present application will be explained. The nouns and terms related to the embodiments of the present application are suitable for the following interpretations.
[0019] 1) Virtual scene: A scene that is output using a machine and is distinguishable from the real world. It is possible to form a visual perception of the virtual scene with the naked eye or with the assistance of a machine. For example, it can be a 2D video output by a display screen, or a 3D video output by a stereoscopic display technology such as stereoscopic projection, virtual reality, and augmented reality technologies. Also, various hardware can be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception, and motion perception. The virtual scene may be a game virtual scene.
[0020] 2) According to / in response to: Used to represent the conditions or states on which the operations to be performed depend. When the dependent conditions or states are satisfied, one or more operations to be performed may be real-time or may have a set delay. Unless otherwise specified, there is no order restriction on the multiple operations to be performed.
[0021] 3) Virtual object: An object that interacts in a virtual scene and can be controlled by a user or a robot program (for example, a robot program based on artificial intelligence) to be stationary, move, or perform various behaviors in the virtual scene. For example, it can be various characters in a game. For example, it can be a virtual object controlled by a user, a virtual monster, or a non-player character (NPC).
[0022] In the embodiments of the present application, a method for processing interactions in a virtual scene, an apparatus for processing interactions in a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product are provided, whereby the efficiency of interactions in the virtual scene can be improved.
[0023] Hereinafter, exemplary applications of the electronic device provided in the embodiments of the present application will be described. The electronic device provided in the embodiments of the present application may be implemented as various types of user terminals (i.e., terminal devices) such as a notebook computer, a tablet computer, a desktop computer, a set-top box, a mobile machine (e.g., a mobile phone, a portable music player, a portable information terminal, a dedicated messaging device, a portable game machine, etc.), an in-vehicle terminal, etc., or may be implemented as a server. Hereinafter, an exemplary application in which the terminal device independently implements the embodiments of the present application, and an exemplary application in which the terminal device and the server cooperate to implement the embodiments of the present application will be described in detail.
[0024] One implementation scenario is shown in FIG. 1A, and FIG. 1A is a diagram showing the application of the method for processing interactions in a virtual scene provided in the embodiments of the present application. This implementation scenario is suitable for some application modes that can complete the calculation of related data of the virtual scene completely depending on the computing power of the graphics processing hardware of the terminal device 400, for example, games in the stand-alone / offline mode, and the output of the virtual scene is completed by various different types of terminal devices 400 such as a smart phone, a tablet computer, a virtual reality / augmented reality device, etc.
[0025] By way of example, the types of graphics processing hardware include a central processing unit (CPU, Central Processing Unit) and a graphics processing unit (GPU, Graphics Processing Unit).
[0026] When forming the visual perception of a virtual scene, the terminal device 400 calculates the data required for display through graphics computing hardware, completes the loading, analysis, and rendering of the display data, and then, with the graphics output hardware, outputs a video frame capable of forming the visual perception of the virtual scene, for example, a video frame capable of realizing a two-dimensional display effect on the display screen of a smartphone, or a video frame capable of being projected onto the lens of an augmented reality / virtual reality glasses to realize a three-dimensional display effect. Also, to enrich the perception effect, the terminal device 400 may further form one or more of auditory perception, tactile perception, motion perception, and taste perception by different hardware.
[0027] As an example, in the terminal device 400, a client (for example, a stand-alone game application) is executed. During the execution process of the client, a virtual scene including role-playing is output. The virtual scene may be an environment for game characters to interact, for example, it may be a flat ground, a street, a valley, etc. where game characters conduct battles. The first virtual object may be a game character controlled by the user, that is, the first virtual object is controlled by the actual user and moves in the virtual scene according to the actual user's operations on a controller (including a touch panel, a voice control switch, a keyboard, a mouse, a stick, etc.). For example, when the actual user moves the stick to the right, the first virtual object moves to the right in the virtual scene, and can also be controlled to stand still, jump, or perform a shooting operation.
[0028] As an example, the virtual scene may be a game virtual scene, the user may be a player, the plurality of teams may be teams commanded by the player, each team includes at least one virtual object, and the virtual object may be a virtual object controlled by other players or artificial intelligence. The following will be described in combination with the above example.
[0029] As an example, as shown in FIG. 1A, a virtual scene 100 is displayed on the human-computer interaction interface of the terminal device 400, and at least one team control is also displayed. Among them, the virtual scene includes a plurality of teams participating in the interaction. The user clicks on the first team control 101A, and labels of a plurality of teams are displayed on the human-computer interaction interface of the terminal device 400. When the click operation is maintained without being released, the terminal device 400 receives a slide operation performed from the click position of the click operation, and in response to the slide operation passing through the label 102A of the first team, the label 102A of the first team is displayed based on the selection state. The terminal device 400, in response to the release of the slide operation, displays the travel route 103A of the first team based on the selection state, where the travel route 103A is set by the above-described slide operation. In this way, through one slide operation, selection operations for two different types of options can be realized, and the efficiency of the interaction in the virtual scene can be improved.
[0030] Before explaining FIG. 1B, first, the game modes related to the scheme implemented by the cooperation between the terminal device and the server will be introduced. Regarding the scheme implemented by the cooperation between the terminal device and the server, mainly two types of game modes are included, namely the local game mode and the cloud game mode. Among them, the local game mode refers to the execution of game processing logic by the cooperation of the terminal device and the server. Among the operation commands input by the player to the terminal device, a part is processed by the terminal device for game logic, and the other part is processed by the server for game logic. Moreover, the game logic processing executed by the server is often more complex and requires more computing power consumption. The cloud game mode means that the game logic processing is completely executed by the server, and the game scene data is rendered as an audio stream and a video stream by the cloud server and transmitted to the terminal device via the network for display. It is sufficient for the terminal device to have only the basic streaming media playback ability and the ability to obtain the player's operation commands and send them to the server.
[0031] Another implementation scene is as shown in FIG. 1B. FIG. 1B is a diagram showing the application of the virtual scene interaction processing method provided in the embodiment of the present application, and is applicable to the terminal device 400 and the server 200. This implementation scene is suitable for the application mode that completes the calculation of the virtual scene depending on the computing power of the server 200 and outputs the virtual scene on the terminal device 400.
[0032] Taking the formation of visual perception of a virtual scene as an example, the server 200 calculates virtual scene-related display data (e.g., scene data), and transmits it to the terminal device 400 via the network 300. The terminal device 400 depends on the graphics calculation hardware to complete the loading, analysis, and rendering of the calculated display data, and depends on the graphics output hardware to output a virtual scene to form visual perception. For example, a two-dimensional video frame may be displayed on the display screen of a smartphone, or a video frame capable of realizing a three-dimensional display effect may be projected onto the lens of augmented reality / virtual reality glasses. Regarding the perception in the form of a virtual scene, understandably, the corresponding hardware output of the terminal device 400 may be used. For example, an auditory perception may be formed using a microphone, and a tactile perception may be formed using a vibrator, etc.
[0033] As an example, in the terminal device 400, a client (e.g., a network version of a game application) is executed. During the execution process of the client, a virtual scene including role-playing is output. The virtual scene may be an environment for game characters to interact. For example, it may be a flat ground, a street, a valley, etc. for game characters to fight. The first virtual object may be a game character controlled by the user, that is, the first virtual object is controlled by the actual user, and moves in the virtual scene according to the actual user's operation on a controller (including, for example, a touch panel, a voice control switch, a keyboard, a mouse, a stick, etc.). For example, when the actual user moves the joystick to the right, the first virtual object moves to the right in the virtual scene. Furthermore, it can also stand still, jump, control the first virtual object to perform a shooting operation, or use virtual skills.
[0034] As an example, the virtual scene may be a game virtual scene, the server 200 may be a server of a game platform, the user may be a player, the plurality of teams may be teams commanded by the player, each team includes at least one virtual object, and the virtual object may be a virtual object controlled by another player or artificial intelligence. The following description will be made in conjunction with the above example.
[0035] As an example, the server 200 executes a game process, transmits data of a corresponding game screen to the terminal device 400, displays the virtual scene 100 on the human-computer interaction interface of the terminal device 400, and also displays at least one team control. Among them, the virtual scene includes a plurality of teams participating in the interaction. The user clicks on the first team control 101A, and the human-computer interaction interface of the terminal device 400 provides labels of a plurality of teams. When the click operation is maintained without being released, the terminal device 400 receives a slide operation performed from the click position of the click operation, and in response to the slide operation passing through the label 102A of the first team, the label 102A of the first team is displayed based on the selection state. The terminal device 400 displays the travel route 103A of the first team based on the selection state in response to the release of the slide operation, where the travel route is set by the above slide operation. In this way, a selection operation for two different types of options can be realized by one slide operation, and the efficiency of interaction in the virtual scene can be improved.
[0036] In some embodiments, the terminal device 400 can implement the interaction processing method of the virtual scene provided in the embodiments of the present application by executing a computer program. For example, the computer program may be a Native program or a software module in an OS (operating system), or may be a local application program (APP, APPlication), that is, a program that can be executed by being installed in the OS. For example, it may be a card game APP or an applet, that is, a program that is executed only by being downloaded in a browser environment, or may be a game applet that can be embedded in any APP. In summary, the above computer program may be an application program, module or plug-in in any form.
[0037] Taking the computer program as an application program as an example, in actual implementation, on the terminal device 400, an application program that supports the virtual scene is installed and executed. The application program may be any one of a first-person shooting game (FPS, First-Person Shooting game), a third-person shooting game, a virtual reality application program, a 3D map program, or a multiplayer shooting survival game. The user operates the terminal device 400 so that a virtual object in the virtual scene performs an activity, and the activity includes at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing a virtual building, but is not limited thereto. By way of example, the virtual object may be a virtual person, for example, a simulated human character, an anime character, etc.
[0038] By way of example, the server may be an independent physical server, or may be a server group or distributed system consisting of multiple physical servers. Furthermore, it may also be a cloud server that can provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal device may be a smartphone, tablet computer, notebook computer, desktop computer, smart speaker, smart watch, etc., but is not limited thereto. The terminal device and the server may be directly or indirectly connected by a wired or wireless communication method, but the embodiments of this application do not limit this.
[0039] The embodiments of this application may further be implemented by cloud technology. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on cloud computing business models and applications. It forms a resource pool, can be used on demand, and is flexible and convenient. Cloud computing technology is expected to provide important support. The background services of the technical network system require a large amount of computing and storage resources. For example, video websites, image websites, and more portable websites. With the rapid development and application of the Internet industry, and the promotion of search services, social networks, mobile commerce, open collaboration, etc., in the future, each product may be assigned a unique hash code identification mark, and all need to be sent to the background system for logic processing. In addition, data at different levels needs to be processed individually, and the data of each industry also requires the support of a powerful system, which can only be realized through cloud computing.
[0040] Referring to FIG. 2, FIG. 2 is a diagram showing the configuration of a terminal device 400 provided in an embodiment of the present application. The terminal device 400 shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal device 400 is connected by a bus system 440. As can be understood, the bus system 440 is used to realize connection communication between these components. In addition to the data bus, the bus system 440 further includes a power bus, a control bus, and a status signal bus. For the sake of convenience, in FIG. 2, various buses are denoted as the bus system 440.
[0041] The processor 410 may be an integrated circuit chip, having signal processing capabilities. For example, it may be a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, individual gates or transistor logic devices, individual hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0042] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, such as speakers for outputting sound, visual displays for outputting screens, etc. The user interface 430 may further include one or more input devices 432. The one or more input devices 442 include user interface components that facilitate user input, such as keyboards, mice, microphones, touch screen displays, camera heads, other input buttons, and controls.
[0043] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memories, hard disk drives, optical disk drives, and the like. The memory 450 optionally includes one or more storage devices that are physically remote from the processor 410.
[0044] The memory 450 includes volatile memory or non-volatile memory, and may include both volatile memory and non-volatile memory. The non-volatile memory may be read only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0045] In some embodiments, the memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof. This will be exemplified below.
[0046] Operating System (OS) 451: A system program that processes various basic system services and executes hardware-related tasks, including, for example, a framework layer, a core library layer, a driver layer, etc., and is used to process various basic services and implement hardware-based tasks.
[0047] Network communication module 452: Configured to reach other computing devices via one or more (wired or wireless) network interfaces 430. Exemplary network interfaces 430 include Bluetooth, wireless compliance authentication (WiFi), and universal serial bus (USB), etc.
[0048] Display module 453: It is configured to display information (e.g., a user interface for operating peripheral devices and displaying content and information) by one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with the user interface 440.
[0049] Input processing module 454: It is configured to detect a user input or interaction from one or more input devices 432 and process (e.g., translate) the detected input or interaction.
[0050] In some embodiments, the virtual scene interaction processing apparatus provided in the embodiments of the present application may be implemented in a software manner. FIG. 2 shows the virtual scene interaction processing apparatus 455 stored in the memory 450, which may be software in the form of a program and a plugin, etc., and includes the following software modules, namely, a display module 4551 and a selection module 4552. Since these modules are logical, any combination or division can be performed according to the functions to be realized. Hereinafter, the functions of each module will be described.
[0051] In conjunction with the exemplary application and implementation of the terminal device provided in the embodiments of the present application, the virtual scene interaction processing method provided in the embodiments of the present application will be described.
[0052] Referring to FIG. 3A, FIG. 3A is a flowchart of the virtual scene interaction processing method provided in the embodiments of the present application, with the terminal device 400 in FIG. 1A as the execution subject. Hereinafter, the description will be made in conjunction with the steps shown in FIG. 3A.
[0053] In step 301, a virtual scene is displayed, and at least one team control is also displayed.
[0054] As an example, the virtual scene may be a game virtual scene, the virtual scene may include a plurality of teams participating in the interaction, and each team includes at least one virtual object.
[0055] In some embodiments, different team controls correspond to different team division (classification) methods of a plurality of virtual objects in the first camp, and the plurality of teams are obtained by classifying the plurality of virtual objects in the first camp according to the team classification method of the first team control. The team classification method is a classification method for classifying a plurality of virtual objects in the same camp into different teams. The first camp may be the camp where the user (that is, the virtual object controlled by the user) is located, and the second camp may be the opposing camp or the cooperative camp of the first camp. The following will be described in conjunction with the above example.
[0056] As an example, referring to FIG. 5A, FIG. 5A is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. A plurality of team controls including a virtual scene 502A and a first team control 501A are displayed on the human-computer interaction interface of the terminal device 400. The virtual scene 502A includes two different camps. Among them, the position of the first camp is at the first position 503A, and the position of the second camp is at the second position 504A. The first camp includes virtual object 1, virtual object 2, virtual object 3, virtual object 4, and virtual object 5. The names and information of the virtual objects are displayed on one side of the virtual scene for the user to view easily.
[0057] In some embodiments, referring to FIG. 4A, FIG. 4A is a flowchart of a method for processing interaction of a virtual scene provided in an embodiment of the present application. Before step 301, the following steps 3011A to 3017A are used to determine the team classification method corresponding to each team control. The following will be specifically described.
[0058] In step 3011A, the total number of virtual objects in the first camp and the state parameters of each virtual object are obtained.
[0059] As an example, one camp may include more or fewer virtual objects. In the embodiments of the present application, for the sake of illustration, it is exemplified that the total number of virtual objects in the first camp is 5 (corresponding to FIG. 5A). The state parameters of the virtual objects may include at least one of the following types of parameters, namely, hit points, attack power, and the number of virtual resources (e.g., virtual currency) possessed by the virtual objects.
[0060] In step 3012A, a predetermined member number ratio is obtained.
[0061] As an example, the member number ratio is the ratio between the number of members of each team corresponding to team control and the total number. For example, team control is used to divide a plurality of virtual objects of one camp into two teams, namely, the first team and the second team. The member number ratio of the first team is P1, and the member number ratio of the second team is P2. In this case, both P1 and P2 are values greater than 0 and less than 1, and P1 + P2 = 1.
[0062] In step 3013A, the following processing is performed for each team control, that is, the total number is multiplied by the member number ratio of each team to obtain the number of members of each team.
[0063] Continuing the description based on the above example, if P1 is 0.2 and P2 is 0.8, then the number of members of the first team is 5 * 0.2 = 1, and the number of members of the second team is 5 * 0.8 = 4.
[0064] In step 3014A, based on the state parameters of each virtual object, the plurality of virtual objects are sorted in descending order to obtain a descending order list.
[0065] As an example, the following processing is executed for each virtual object, that is, weighted sum processing is performed on the state parameters of each type of virtual object, and the value obtained by the weighted sum processing is used as the total sum of the state parameters of the virtual object. According to the order from high to low of the total sum of state parameters, descending sorting is performed on a plurality of virtual objects in the first camp to obtain a descending sorting list of virtual objects. For example, the total sum of the state parameters of the virtual object can be calculated in the following manner, that is, Total sum of state parameters = 0.6 * health value + 0.2 * attack power + 0.2 * number of virtual resources held by the virtual object That is.
[0066] In step 3015A, ascending sorting is performed on a plurality of teams based on the number of members in each team to obtain an ascending sorting list.
[0067] As an example, the order of the teams in the ascending sorting list represents the order before and after the team-split virtual objects. For example, when the number of members in the first team is 1 and the number of members in the second team is 4, the order of the first team in the ascending sorting list is 1, and the order of the second team in the ascending sorting list is 2. According to this order, the state parameters of the virtual objects classified into the first team are higher than those of the second team.
[0068] In step 3016A, according to the order of each team in the ascending sorting list, the following processing is executed for each team, that is, starting from the top of the descending sorting list, classification is performed on the virtual objects in the descending sorting list based on the number of members in the team, so as to obtain the virtual objects corresponding to each team respectively.
[0069] As an example, assume as follows, that is, the order of the descending sorting list of virtual objects is virtual object 3, virtual object 2, virtual object 1, virtual object 4, virtual object 5. In this case, the virtual object whose order in the descending sorting list is 1 (that is, virtual object 3) is classified into the first team, and the virtual objects whose order in the descending sorting list is 2 to 5 (that is, virtual object 2, virtual object 1, virtual object 4, and virtual object 5) are classified into the second team.
[0070] In step 3017A, based on the number of members in each team and the virtual objects included therein, a team classification method for team control is generated.
[0071] As an example, the number of members in each team and the virtual objects included therein are associated with the team, and the number of members corresponding to each team and the virtual objects corresponding to each team are associated with the team control. In response to the team control being triggered, the virtual objects in the camp are automatically classified into the corresponding teams according to the team classification method.
[0072] In the embodiments of the present application, based on the above-mentioned team classification method, virtual objects with higher capabilities are classified for teams with fewer members, so that the capabilities of each team become more uniform, which is beneficial to improving the efficiency of the game and can save the computing resources required for the virtual scene.
[0073] In some embodiments, when the number of at least one team control is plural, displaying at least one team control may be realized in the following manner, that is, based on the selected state, the team control corresponding to the recommended team classification method is displayed; and based on the unselected state, the team control corresponding to the non-recommended team classification method is displayed.
[0074] As an example, the selected state may be represented by a display method that distinguishes it from other team controls. For example, it is displayed in highlight, the line is thickened, it is displayed in another color, an animation special effect is added, and so on.
[0075] Referring to FIG. 7A, FIG. 7A is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. Control 701, control 702, control 703, and control 704 are different team controls respectively. Among them, control 701 is a team control corresponding to a recommended team classification method displayed in a selected state (for example, a method of thickening a line). Controls 702, 703, and 704 are team controls displayed based on an unselected state.
[0076] In some embodiments, before step 301, determine the recommended team classification method in the following manner, that is, based on the current game data of the virtual scene, call a second machine learning model to perform strategic prediction processing, and obtain the recommended team classification method.
[0077] As an example, the current game data includes the total number of virtual objects in the first camp, the total number of virtual objects in the second camp, the state parameters of each virtual object in the first camp, and the state parameters of each virtual object in the second camp. The second camp is the opposing camp of the first camp.
[0078] Among them, the second machine learning model is obtained by training game data. The game data includes the team classification methods of different camps in at least one game, the state parameters of virtual objects in each team, and the game results. Among them, the label corresponding to the team classification method of the winning camp is 1, and the label corresponding to the team classification method of the losing camp is 0.
[0079] As an example, the second machine learning model may be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the second machine learning model.
[0080] In some embodiments, the recommended team classification method includes at least one of the following types of team classification methods, namely, the team classification method with the highest winning rate, the team classification method with the highest usage frequency, and the team classification method used last time.
[0081] Continuing to refer to FIG. 3A, in step 302, in response to a first click operation on the first team control, labels of a plurality of teams are displayed.
[0082] By way of example, the plurality of teams corresponding to the plurality of team labels displayed respectively belong to the same camp, and the labels may be icons. Referring to FIG. 5B, FIG. 5B is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. When a first click operation on the first team control 501A is received, compared with FIG. 5A, the first team control 501A moves upward from among a plurality of team controls, indicating that the first team control 501A is selected, and at the same time, the label 501B of the first team and the label 502B of the second team are displayed.
[0083] In step 303, based on the selection state, the label of the first team is displayed in response to the first slide operation and the fact that the first slide operation has passed through the label of the first team.
[0084] By way of example, the first slide operation is performed from the click position of the first click operation when the first click operation is maintained without being released, and the selection state may be displayed in the following manner, namely, highlighting, animation special effects, bold line, etc.
[0085] Referring to FIG. 5C, FIG. 5C is a diagram showing a human-computer interaction interface provided in an embodiment of the present application, which is used to represent the relationship between the operations performed by the user's hand and the screen displayed on the human-computer interaction interface. When the click operation is not released, the user's hand 501C performs a first slide operation from the position of the first team control 501A by fingers. Referring to FIG. 5D, FIG. 5D is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. In FIG. 5D, the screen in the human-computer interaction interface is the same as that in FIG. 5C. When the first slide operation passes through the logo 501B of the first team, the logo 501B of the first team changes to a selected state and is represented as the logo 501D of the first team in FIG. 5D.
[0086] In some embodiments, before the first slide operation passes through the logo of the first team, a connection symbol indicating the position of the current touch point of the first slide operation is displayed from the first team control.
[0087] By way of example, the connection symbol may be an arrow. Continuing to refer to FIG. 5C, a connection symbol 502C is displayed between the position of the touch point of the first slide operation and the starting position of the first slide operation (i.e., the position of the first team control 501A).
[0088] In some embodiments, when the first slide operation passes through the logo of the first team, a connection symbol indicating the position of the current touch point of the first slide operation is displayed from the first team control via the logo of the first team. Referring to FIG. 5E, FIG. 5E is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. The position of the current touch point of the first slide operation is located at the position of the root logo 505C, and a connection symbol 503C is displayed between the position of the touch point of the first slide operation and the logo 505C of the first team, and the direction of the arrow of the connection symbol 503C represents the direction of the first slide operation.
[0089] In the embodiments of the present application, by displaying the position of the touch point of the slide operation and the connection symbols between the labels and the controls, it is convenient for the user to grasp the current selection state, improve the efficiency of human-computer interaction, and reduce the memory burden of the user.
[0090] In some embodiments, referring to FIG. 3B, FIG. 3B is a flowchart of a method for processing interactions in a virtual scene provided in the embodiments of the present application. When executing step 303, step 3031 is executed, that is, a plurality of candidate routes are displayed, and route labels corresponding to the plurality of candidate routes are respectively displayed.
[0091] As an example, the candidate routes may be preset. Continuing to refer to FIG. 5A, the position of the first camp is at the first position 503A, the position of the second camp is at the second position 504A, and there are three candidate routes between the first position 503A and the second position 504A, which are the first route 505A, the second route 506A, and the third route 507A respectively. Continuing to refer to FIG. 5D, when the label 501D of the first team is displayed in the selected state, the route label 505C of the first route 505A, the route label 506C of the second route 506A, and the route label 507C of the third route 507A are displayed.
[0092] In some embodiments, the end points of the candidate routes may be different or the same. In the embodiments of the present application, a virtual scene in which the end points of the candidate routes shown in FIG. 5A are the same will be exemplarily described as an example.
[0093] In some embodiments, step 3031 may be implemented in the following manner, that is, the corresponding route label is displayed at the target position in each candidate route.
[0094] As an example, the target position is the unique position of each candidate route. For example, the target positions of each candidate route are at different positions in the virtual scene, and the target position of the candidate route may be the end point, intermediate point, or a checkpoint or virtual building passed by the route, etc.
[0095] In some embodiments, referring to FIG. 3C, FIG. 3C is a flowchart of a method for processing interaction of a virtual scene provided in an embodiment of the present application. After step 3031, that is, before displaying the traveling route of the first team based on the selection state, step 3032 is executed, that is, a route marker at the release position of the first slide operation is determined as a target route marker, and a candidate route corresponding to the target route marker is determined as the traveling route of the first team.
[0096] Continuing to refer to FIG. 5E, when the first slide operation is maintained without being released, in response to the first slide operation passing through the route marker 505C, the first route 505A corresponding to the route marker 505C is used as the traveling route of the first team.
[0097] In the embodiments of the present application, through one slide operation, selections for different types of options can be realized, improving the interaction efficiency of the virtual scene, reducing the operation difficulty, saving the computing resources required for the virtual scene, and improving the user experience.
[0098] In some embodiments, referring to FIG. 3D, FIG. 3D is a flowchart of a method for processing interaction of a virtual scene provided in an embodiment of the present application. After step 3031, step 3033 is executed, that is, in response to there being no arbitrary route marker at the release position of the first slide operation, instead of the selection state, the marker of the first team is displayed in a non-selection state.
[0099] By way of example, the marker of the first team is displayed in a non-selection state, that is, the marker of the first team in the selection state is returned to the original display manner before being selected. Taking FIG. 5D as an example, the marker 501D of the first team in FIG. 5D is returned to the marker 501B of the first team in FIG. 5B. The first team selected this time is abandoned and can be selected again.
[0100] In some embodiments, referring to FIG. 3E, which is a flowchart of a method for processing interactions of a virtual scene provided in an embodiment of the present application. When executing step 3031, step 3034 is executed, that is, route attributes corresponding to each candidate route are displayed respectively.
[0101] By way of example, the route attributes may be displayed superimposed on each candidate route, and the route attributes include at least one of the following, that is, the usage frequency of the candidate route, the time when the candidate route was last used, and the number of times the candidate route reached earlier than other routes.
[0102] Referring to FIG. 7C, which is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. Route attribute prompt information 706 corresponding to each candidate route is displayed near the route label of the candidate route, and the ellipsis in the route attribute prompt information 706 represents the content of the route attribute.
[0103] In the embodiments of the present application, by displaying the route attributes, it is convenient for the user to select a route suitable for each team, and the user experience and the interaction efficiency of the virtual scene can be improved.
[0104] In some embodiments, continuing to refer to FIG. 3E, when executing step 3031, step 3035 is executed, that is, based on the selection state, the candidate route with the highest winning rate among the plurality of candidate routes is displayed.
[0105] By way of example, the winning rate is for the first team. Step 3035 and step 3034 may be executed simultaneously. Continuing to refer to FIG. 7C, compared with FIG. 5C, the route label 506C in FIG. 7C is displayed in a selected state, and the route label 506C is the candidate route with the highest winning rate corresponding to the first team.
[0106] In some embodiments, before step 3035, determine the candidate route with the highest winning rate in the following manner, that is, based on the state parameters of the first team (for example, the weighted sum of the state parameters of a plurality of virtual objects in the first team) and a plurality of candidate routes, call the first machine learning model to perform a winning rate prediction process, obtain the winning rate corresponding to each candidate route, and determine the candidate route with the highest winning rate.
[0107] Among them, the first machine learning model is obtained by training against game data. The game data is the travel routes of a plurality of teams in different camps, the state parameters of each team, and the game results in at least one game. Among them, the label corresponding to the travel route of the winning team is 1, and the label corresponding to the travel route of the losing team is 0.
[0108] As an example, the first machine learning model may be a neural network model (for example, a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the first machine learning model.
[0109] In the embodiments of the present application, by automatically recommending to the user the candidate route with the highest winning rate, it is convenient for the user to select the travel route of the team, and the interaction efficiency of the virtual scene can be improved.
[0110] In some embodiments, there may not be a pre-set candidate route in the virtual scene. Referring to FIG. 3F, FIG. 3F is a flowchart of the virtual scene interaction processing method provided in the embodiments of the present application. Before step 304, determine the travel route of the first team by the following step 3041.
[0111] In step 3041, among the trajectories of the first slide operation, the part of the trajectory that overlaps with the virtual scene is used as the travel route of the first team.
[0112] As an example, the starting points of some trajectories are the starting point of the traveling route, the ending points of some trajectories are the ending point of the traveling route, and the sliding direction of the first slide operation is the traveling direction of the first team. Referring to FIG. 7B, FIG. 7B is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. Trajectory 705 is a part of the trajectory of the first slide operation that overlaps with the virtual scene. Let trajectory 705 be the traveling route of the first team. The direction of the arrow of trajectory 705 is the traveling direction of the first team.
[0113] In some embodiments, there may be pre-set candidate routes in the virtual scene. Referring to FIG. 3G, FIG. 3G is a flowchart of an interaction processing method for a virtual scene provided in an embodiment of the present application. Before step 304, the traveling route of the first team is determined by the following steps 3042 to 3043. The following will be specifically described.
[0114] In step 3042, a part of the trajectory of the first slide operation that overlaps with the virtual scene is obtained, and the similarity between the part of the trajectory and each candidate route pre-set in the virtual scene is obtained.
[0115] As an example, the acquisition of the similarity may be realized in the following manner, that is, the first position parameter of each point in a part of the trajectory and the second position parameter of each point in each candidate route are obtained; according to the sliding direction of a part of the trajectory, a first sequence corresponding to a part of the trajectory is constructed based on the first position parameter; according to the traveling direction of the candidate route, a second sequence of each candidate route is constructed based on the second position parameter of each candidate route, and the similarity between each second sequence and the first sequence is obtained by the method of dynamic time warping (DTW, Dynamic Time Warping) and used as the similarity between the candidate route and a part of the trajectory.
[0116] In step 3043, the candidate route with the highest similarity is set as the traveling route of the first team.
[0117] As an example, perform a descending sort on a plurality of candidate routes according to the order from the highest similarity to the lowest similarity, and the candidate route that becomes the first in the descending sort result (that is, the candidate route with the highest similarity) may be used as the traveling route of the first team. Referring to FIG. 7D, FIG. 7D is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. Since the similarity between the trajectory 707 of the first slide operation and the second route 506A is the highest, the route label 506C of the second route 506A is displayed in a selected state.
[0118] Continuing to refer to FIG. 3A, in step 304, in response to the release of the first slide operation, the traveling route of the first team is displayed based on the selected state.
[0119] As an example, the traveling route is set by the first slide operation. For example, a route label corresponding to a candidate route is selected by the first slide operation, and the candidate route is used as the traveling route, or a part of the trajectory of the first slide operation is used as the traveling route.
[0120] In some embodiments, when the first slide operation is released, a connection symbol indicating the release position is displayed from the first team control via the label of the first team. Continuing to refer to FIG. 5E, the first slide operation is released at the position of the route label 505C, and a connection symbol 503C is displayed between the route label 505C and the label 505C of the first team, and the direction of the arrow of the connection symbol 503C represents the direction of the first slide operation.
[0121] In some embodiments, referring to FIG. 4B, FIG. 4B is a flowchart of an interaction processing method for a virtual scene provided in an embodiment of the present application. After step 304, steps 305 to 308 are executed. The following will be specifically described.
[0122] In step 305, the label of the first team and the traveling route of the first team are maintained in a selected state, thereby indicating that they cannot be repeatedly selected.
[0123] As an example, by maintaining the selection state of the selected label, duplicate selections by the user can be avoided, and the operation efficiency can be improved.
[0124] In step 306, in response to a second click operation on the first team control, labels of a plurality of teams are displayed.
[0125] In step 307, in response to a second slide operation passing through the label of the second team, the label of the second team is displayed based on the selection state.
[0126] As an example, the second slide operation is performed from the click position of the second click operation when the second click operation is maintained so as not to be released.
[0127] In step 308, in response to the release of the second slide operation, the travel route of the second team is displayed based on the selection state.
[0128] As an example, the travel route is set by the second slide operation. The principles of steps 306 to 308 are related to steps 302 to 304. When executing steps 306 to 308, the logo of the first team and the travel route of the first team displayed based on the selection state are in a state where they cannot be repeatedly selected. Referring to FIG. 5G, FIG. 5G is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. In the process of performing the second round of route selection for the second team, the logo 501D of the first team and the route logo 505F of the selected first route 505A are in a state where they cannot be repeatedly selected. One of the second route 506A or the third route 507A can be selected as the travel route of the second team. For example, in response to the second slide operation passing through the logo 502B of the second team, the connection symbol 501G is displayed. In response to the second slide operation passing through the route logo 506C, the connection symbol 502G is displayed, and the second route 506A corresponding to the route logo 506C is set as the travel route of the second team.
[0129] In some embodiments, according to the team classification method corresponding to the team control, the virtual objects of one camp are classified into more teams, and by repeatedly executing steps 302 to 304, the selection for the travel routes of subsequent teams can be completed.
[0130] In the embodiments of the present application, the first slide operation starting from the first team control realizes the selection for two different types of options, namely the team and the route. Compared with the conventional method where only one type of option can be selected by each operation, the operation steps are reduced, the interaction efficiency in the virtual scene is improved, and the computing resources required for the virtual scene can be saved. Also, since the operation difficulty for the user can be reduced and the user's selection freedom can be increased, the user experience can be improved.
[0131] The following describes an exemplary application in one actual application scenario of the virtual scene interaction processing method in the embodiments of this application.
[0132] In related technologies, when a user attempts to assign a travel route to different teams in a game virtual scene, it is necessary to make selections for the team and the route respectively, that is, the route of one team can be determined with two operations. At least two operations need to be executed to select different types of options, which is relatively cumbersome. Alternatively, the assignment order of the travel routes of the teams in the virtual scene is preset, and the user assigns the routes of each team one by one, so the degree of freedom of the selection operation becomes low. When using it for the first time, the player may not know the effects achieved by the current selection operation in the virtual scene. Without guidance, after selecting one type of option, the player may not know what to do next. The amount of guidance information in the game virtual scene is small, and to select different types of options, the user needs to learn the rules of the game in advance, increasing the memory burden. In contrast, the virtual scene interaction processing method provided in the embodiments of this application can realize selection operations for two different types of options, namely the team and the travel route corresponding to the team, with one slide operation, and can improve the efficiency of interaction in the virtual scene.
[0133] Referring to FIG. 6A, FIG. 6A is a flowchart of the virtual scene interaction processing method provided in the embodiments of this application, with the terminal device 400 in FIG. 1A as the execution subject. The following description will be made in conjunction with the steps shown in FIG. 6A.
[0134] As an example, the virtual scene includes a plurality of virtual objects of at least two camps, each camp defends a different position, and there are a plurality of routes between the positions. The first camp may be our own camp, and the second camp may be an opposing camp. In the embodiments of the present application, it will be exemplarily described in combination with the above example. For the sake of easy understanding, hereinafter, the virtual scene in the embodiments of the present application will be exemplarily described in combination with the drawings.
[0135] Referring to FIG. 5A, FIG. 5A is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. The human-computer interaction interface of the terminal device 400 displays a plurality of team controls including a virtual scene 502A and a first team control 501A. The virtual scene 502A includes two different camps. The position of the first camp is located at the first position 503A, and the position of the second camp is located at the second position 504A. The first camp includes virtual object 1, virtual object 2, virtual object 3, virtual object 4, and virtual object 5. There are three routes between the first position 503A and the second position 504A, which are the first route 505A, the second route 506A, and the third route 507A respectively.
[0136] In step 601A, a classification control is displayed.
[0137] As an example, the classification control (corresponding to the first team control described above) is used to represent classifying a plurality of virtual objects in one camp into different teams based on a predetermined team classification method. For the sake of easy understanding, hereinafter, the application of the classification control will be exemplarily described. Referring to FIG. 6B, FIG. 6B is a flowchart of a method for interacting with a virtual scene provided in an embodiment of the present application.
[0138] In step 601B, in response to the activation condition being satisfied, a classification control is displayed.
[0139] As an example, the classification control may be displayed as a card-style icon. The activation condition may be any one of the following.
[0140] Condition 1: The current position of the virtual object of the first camp is more advantageous than the position of the virtual object of the opposing camp. For example, the distance between any one virtual object of the first camp and the position of the position or virtual building defended by the second camp is smaller than the distance between the virtual object of the second camp and the position or virtual building defended by the first camp. This indicates that the virtual object of the first camp is advantageous and the first condition is satisfied.
[0141] Condition 2: The state parameters (including the number of virtual resources, life value, attack power, etc.) of at least some of the virtual objects of the first camp have reached the state parameter threshold.
[0142] For example, in a game session, there are virtual objects of the first camp and the second camp, and each camp has 5 virtual objects. Taking the first camp as an example, object 1, object 2, object 3, object 4, and object 5 belong to the first camp. In response to a click operation on the classification control, based on a predetermined team classification method of the classification control, the 5 virtual objects of the first camp are classified into a first team including 1 virtual object and a second team including 4 virtual objects respectively. Object 1 belongs to the first team, and object 2, object 3, object 4, and object 5 belong to the second team.
[0143] As an example, when a click operation on the classification control is received, a first type of selection item (the label of the above-mentioned team) is displayed. The first type of selection item includes a plurality of team options. For example, a first team option (corresponding to the label of the above-mentioned first team) and a second team option (that is, the label of the second team).
[0144] In step 602B, a slide operation starting from the classification control is received, and a travel route of one team is determined based on the slide operation.
[0145] As an example, for instance, when the first type of selection item and the second type of selection item have not been selected yet, a slide operation starting from the classification control is received, and when the slide operation passes through any one of the team options in the first type of selection item, the team of the passed team option is set as the target team, and the second type of selection item is displayed. The second type of selection item includes a plurality of route options (corresponding to the above-mentioned route identifiers). In response to the slide operation passing through any one of the route options in the second type of selection item, the route corresponding to the passed route option is set as the traveling route of the target team.
[0146] In step 603B, it is determined whether there is a team for which a traveling route has not been assigned. When the determination result in step 603B is yes, the process returns to step 602B. When the determination result in step 603B is no, the usage process of the classification control ends.
[0147] As an example, when each team has a corresponding traveling route assigned, the terminal device 400 controls the virtual objects in each team to perform actions such as traveling or attacking along the assigned traveling routes.
[0148] Continuing to refer to FIG. 6A, in step 602A, in response to a click operation on the classification control, a plurality of first type of selection items are displayed.
[0149] Among them, the click operation is the above-mentioned first click operation, and the first type of selection item is the above-mentioned team identifier. Referring to FIG. 5B, FIG. 5B is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. When a click operation on the first team control 501A is received, the first team control 501A moves upward among a plurality of team controls to indicate that the first team control 501A is selected, and the identifier 501B of the first team and the identifier 502B of the second team are displayed.
[0150] In step 603A, a slide operation from the position of the classification control is received.
[0151] Among them, the slide operation is the first slide operation described above. Referring to FIG. 5C, FIG. 5C is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. When the user's hand 501C does not release the click operation by the finger, a slide operation is performed from the position of the first team control 501A, and a connection symbol 502C is displayed between the position of the touch point of the slide operation and the start position of the slide operation.
[0152] In step 604A, it is determined whether the slide operation is continuing. When the determination result of step 604A is yes, step 605A is executed, that is, in response to the ride operation passing through the first type selection item, the first type selection item passed by the slide operation is displayed in a selected state. When the determination result of step 604A is no, the process returns to step 602A.
[0153] As an example, referring to FIG. 5D, FIG. 5D is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. In FIG. 5D, the screen in the human-computer interaction interface is the same as that in FIG. 5C. When the slide operation passes through the logo 501B of the first team, the logo 501B of the first team changes to a selected state and is represented as the logo 501D of the first team in FIG. 5D.
[0154] As an example, when the determination result of step 604A is no, it means that the user has released the hand, that is, the slide operation has been released. When the release position of the slide operation is not located on any one control or logo, it is determined that the current selection has been canceled, and re-selection can be made when the slide operation is received again.
[0155] After step 605A, step 606A is executed, that is, a plurality of second type selection items are displayed.
[0156] Among them, the second type of selection item is the label of the candidate route mentioned above. Continuing to refer to FIG. 5D, when the label 501D of the first team is displayed in the selected state, the route label 505C of the first route 505A, the route label 506C of the second route 506A, and the route label 507C of the third route 507A are displayed.
[0157] In step 607A, it is determined whether the slide operation continues. When the determination result in step 607A is yes, step 608A is executed, that is, in response to the slide operation passing through the second type of selection item, the second type of selection item passed by the slide operation is displayed in the selected state. When the determination result in step 607A is no, the process returns to step 602A.
[0158] As an example, the principle of step 607A is the same as that of step 604, and the detailed description thereof is omitted here.
[0159] As an example, referring to FIG. 5E, FIG. 5E is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. When the slide operation is maintained so as not to be released and passes through the route label 505C, the first route 505A corresponding to the route label 505C is set as the traveling route of the first team. A connection symbol 503C is displayed between the position of the touch point of the slide operation and the label 505C of the first team, and the direction of the arrow of the connection symbol 503C represents the direction of the slide operation. When the slide operation is released at the position of the route label 505C, referring to FIG. 5F, FIG. 5F is a diagram showing a human-computer interaction interface provided in an embodiment of the present application, and the route label 505C is displayed as the route label 505F, that is, the route label is displayed in the selected state.
[0160] After step 608A, step 609A is executed, that is, the route corresponding to the second type of selection item is set as the traveling route of the team corresponding to the first type of selection item.
[0161] As an example, when the selection result of the first type of selection item is used to select the second type of selection item, finally, the overlapping result of the two types of selection items is generated. For example, when the first team and the first route are respectively selected by one slide operation, the selection result is that the virtual object classified into the first team travels along the first route.
[0162] As an example, after selecting the route of the first team, steps 601A to 608A may be repeatedly executed to select the routes of other teams. All selected options are displayed in a selected state (for example: displayed in gray and checked), thereby indicating that they cannot be selected again. Referring to FIG. 5G, FIG. 5G is a diagram showing a human-computer interaction interface provided in an embodiment of the present application. In the process of performing the second round of route selection for the second team, the label 501D of the first team and the route label 505F of the selected first route 505A are in a state where they cannot be repeatedly selected. One of the second route 506A or the third route 507A can be selected as the traveling route of the second team. For example, in response to the second slide operation passing through the label 502B of the second team, the connection symbol 501G is displayed. In response to the second slide operation passing through the route label 506C, the connection symbol 502G is displayed, and the second route 506A corresponding to the route label 506C is used as the traveling route of the second team.
[0163] The embodiments of the present application can achieve the following effects.
[0164] 1. By enabling the user to spontaneously decide whether to select multiple routes first or one route first, the degree of freedom of decision-making is increased, the user experience can be improved, and the memory burden on the user can also be reduced.
[0165] 2. Although the degree of freedom of decision-making is increased, the complexity of the operation does not increase.
[0166] 3. It can improve the interaction efficiency, reduce the user's learning cost, and save the computing resources required for the execution of the virtual scene.
[0167] Hereinafter, an exemplary configuration in which the virtual scene interaction processing apparatus 455 provided in the embodiments of the present application is implemented as a software module will be continuously described. In some embodiments, as shown in FIG. 2, the software module in the virtual scene interaction processing apparatus 455 stored in the memory 450 may include a display module 4551 and a selection module 455. The display module 4551 is configured to display a virtual scene and at least one team control. Among them, the virtual scene includes a plurality of teams participating in the interaction. The display module 4551 is further configured to display the labels of the plurality of teams in response to a first click operation on the first team control. The selection module 4552 is configured to display the label of the first team based on the selection state in response to a first slide operation and the fact that the first slide operation passes through the label of the first team. Among them, the first slide operation is performed from the click position of the first click operation when the first click operation is maintained without being released. The selection module 4552 is further configured to display the traveling route of the first team based on the selection state in response to the release of the first slide operation. Among them, the traveling route is set by the first slide operation.
[0168] In some embodiments, when the selection module 4552 displays the label of the first team based on the selection state, it displays a plurality of candidate routes and displays route labels corresponding to the plurality of candidate routes respectively; and before displaying the traveling route of the first team based on the selection state, it determines the route label at the release position of the first slide operation as the target route label, and is configured to determine the candidate route corresponding to the target route label as the traveling route of the first team.
[0169] In some embodiments, the selection module 4552 is configured to display a corresponding route label at a target position in each candidate route, where the target position is a unique position of each candidate route.
[0170] In some embodiments, after the selection module 4552 displays a plurality of candidate routes and route labels respectively corresponding to the plurality of candidate routes, in response to there being no arbitrary route label at the release position of the first slide operation, the selection module 4552 is configured to display the label of the first team in a non - selected state instead of the selected state.
[0171] In some embodiments, before the selection module 4552 displays the travel route of the first team based on the selected state, a part of the trajectory of the first slide operation that overlaps with the virtual scene is configured to be the travel route of the first team, where the starting point of a part of the trajectory is the starting point of the travel route, the ending point of a part of the trajectory is the ending point of the travel route, and the slide direction of the first slide operation is the travel direction of the first team.
[0172] In some embodiments, before the selection module 4552 displays the travel route of the first team based on the selected state, it acquires a part of the trajectory of the first slide operation that overlaps with the virtual scene, and acquires the similarity between the part of the trajectory and each candidate route preset in the virtual scene; and is configured to use the candidate route with the highest similarity as the travel route of the first team.
[0173] In some embodiments, when the selection module 4552 displays a plurality of candidate routes and route labels respectively corresponding to the plurality of candidate routes, it is configured to display a route attribute respectively corresponding to each candidate route, where the route attribute includes at least one of the following, namely, the usage frequency of the candidate route, the time when the candidate route was last used, and the number of times the candidate route reached earlier than other routes.
[0174] In some embodiments, when the selection module 4552 displays a plurality of candidate routes and displays route labels respectively corresponding to the plurality of candidate routes, it is configured to display the candidate route with the highest winning rate among the plurality of candidate routes based on the selection state, where the winning rate is for the first team.
[0175] In some embodiments, before the selection module 4552 displays the candidate route with the highest winning rate among the plurality of candidate routes based on the selection state, it calls a first machine learning model to perform a winning rate prediction process based on the state parameters of the first team and the plurality of candidate routes, obtains the winning rate corresponding to each candidate route, and is configured to determine the candidate route with the highest winning rate. Among them, the first machine learning model is obtained by training confrontation data, and the confrontation data includes the traveling routes of a plurality of teams in different camps within at least one confrontation, the state parameters of each team, and the confrontation result. Among them, the label corresponding to the traveling route of the winning team is 1, and the label corresponding to the traveling route of the losing team is 0.
[0176] In some embodiments, different team controls correspond to different team classification methods for a plurality of virtual objects in the first camp, and the plurality of teams are obtained by classifying the plurality of virtual objects in the first camp based on the team classification method of the first team control.
[0177] In some embodiments, the display module 4551 is configured as follows. That is, before displaying at least one team control, it obtains the total number of virtual objects in the first camp and the status parameters of each virtual object; obtains a predetermined member number ratio, where the member number ratio is the ratio between the number of members in each team corresponding to the team control and the total number; and performs the following processing for each team control, that is, multiplies the total number by the member number ratio of each team to obtain the number of members in each team; performs a descending sort on a plurality of virtual objects based on the status parameters of each virtual object to obtain a descending sort list; performs an ascending sort on a plurality of teams based on the number of members in each team to obtain an ascending sort list; for each team, performs the following processing according to the order in the ascending sort list of each team, that is, classifies the virtual objects in the descending sort list based on the number of members in the team starting from the head of the descending sort list to obtain the virtual objects corresponding to each team; and generates a team classification method for the team control based on the number of members in each team and the virtual objects it contains.
[0178] In some embodiments, the display module 4551 is configured as follows. When the number of at least one team control is plural, it displays at least one team control, which includes displaying the team control corresponding to the recommended team classification method based on the selection state; and displaying the team control corresponding to the non-recommended team classification method based on the non-selection state.
[0179] In some embodiments, the display module 4551 is configured as follows: before displaying at least one team control, based on the current game data of the virtual scene, a second machine learning model is called to perform strategic prediction processing to obtain a recommended team classification method. Among them, the current game data includes the total number of virtual objects in the first camp, the total number of virtual objects in the second camp, the state parameters of each virtual object in the first camp, and the state parameters of each virtual object in the second camp. Among them, the second machine learning model is obtained by training game data, and the game data is the team classification method of different camps within at least one game, the state parameters of virtual objects in each team, and the game result. Among them, the label corresponding to the team classification method of the winning camp is 1, and the label corresponding to the team classification method of the losing camp is 0.
[0180] In some embodiments, the recommended team classification method includes at least one of the following types of team classification methods, namely, the team classification method with the highest winning rate, the team classification method with the highest usage frequency, and the team classification method used last time.
[0181] In some embodiments, the display module 4551 is configured as follows: in response to the release of the first slide operation, after displaying the travel route of the first team based on the selection state, the logo of the first team and the travel route of the first team are maintained in the selected state, thereby indicating that it cannot be repeatedly selected; in response to the second click operation on the first team control, the logos of multiple teams are displayed; in response to the second slide operation passing through the logo of the second team, the logo of the second team is displayed based on the selection state, where the second slide operation is performed from the click position of the second click operation when the second click operation is maintained without being released; and in response to the release of the second slide operation, the travel route of the second team is displayed based on the selection state, where the travel route is set by the second slide operation.
[0182] In some embodiments, the display module 4551 is configured as follows: before the first slide operation passes through the logo of the first team, a connection symbol indicating the position of the current touch point of the first slide operation is displayed from the first team control; when the first slide operation passes through the logo of the first team, a connection symbol indicating the position of the current touch point of the slide operation via the logo of the first team is displayed from the first team control; and when the slide operation is released, a connection symbol indicating the release position via the logo of the first team is displayed from the first team control.
[0183] In an embodiment of the present application, a computer program product is provided, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions to cause the computer device to execute the above-described interaction processing method of the virtual scene according to the embodiment of the present application.
[0184] In an embodiment of the present application, a computer-readable storage medium storing computer-executable instructions is provided, in which computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor is caused to execute the interaction processing method of the virtual scene provided in the embodiment of the present application, for example, the interaction processing method of the virtual scene shown in FIG. 3A.
[0185] In some embodiments, the computer-readable storage medium may be a storage device such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic disk, optical disk, CD-ROM, etc., and may also be various machines including one or any combination of these storage devices.
[0186] In some embodiments, the computer-executable instructions may employ a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, for example, deployed as an independent program, or deployed as other units such as modules, components, subroutines, etc. that can be used in a suitable computing environment.
[0187] By way of example, the computer-executable instructions may correspond to files in a file system, but are not limited thereto, and may be stored as part of other programs or data files, for example, stored in one or more scripts in an HTML (Hyper Text Markup Language) document, stored in a single file of the described program, or stored in multiple cooperating files (for example, files of one or more modules, subroutines, or portions of code).
[0188] By way of example, the computer-executable instructions may be deployed to be executed on one electronic device, or may be deployed to be executed on multiple electronic devices at one location, or may be deployed to be executed on multiple electronic devices that are distributed at multiple locations and connected to each other by a communication network.
[0189] In summary, according to the embodiments of the present application, through the first slide operation starting from the first team control, selections for two different types of options, namely the team and the route, are realized. Compared with the conventional method where only one type of option can be selected per operation, the operation steps are reduced, the efficiency of interaction in the virtual scene is increased, and the computing resources required for the virtual scene can be saved. Also, the operation difficulty for the user can be reduced, and the degree of freedom of the user's selection can be increased, so the user experience can also be improved.
[0190] The preferred embodiments of the present application have been described above. However, the present application is not limited to these embodiments, and any changes to the present application belong to the technical scope of the present application as long as they do not depart from the spirit of the present application.
Claims
1. A method for processing interaction of a virtual scene executed by an electronic device, comprising: displaying a virtual scene and at least one team control, wherein the virtual scene includes a plurality of teams participating in the interaction; displaying the labels of the plurality of teams in response to a first click operation on the first team control; displaying the label of the first team based on a selection state in response to a first slide operation and the first slide operation passing through the label of the first team, wherein the first slide operation is an operation executed from the click position of the first click operation when the first click operation is maintained without being released; and displaying the traveling route of the first team based on a selection state in response to the release of the first slide operation, wherein the traveling route is set by the first slide operation.
2. The method according to claim 1, wherein when displaying the label of the first team based on the selection state, the method further includes: displaying a plurality of candidate routes and displaying route labels corresponding to the plurality of candidate routes respectively; before displaying the traveling route of the first team based on the selection state, the method further includes: determining the route label at the release position of the first slide operation as a target route label, and determining the candidate route corresponding to the target route label as the traveling route of the first team.
3. The method according to claim 2, wherein displaying the route labels corresponding to the plurality of candidate routes respectively includes: displaying a corresponding route label at a target position in each candidate route, wherein the target position is a unique position of each candidate route.
4. The method according to claim 2, wherein after displaying the plurality of candidate routes and displaying the route labels corresponding to the plurality of candidate routes respectively, the method further includes: displaying the label of the first team in a non-selection state instead of the selection state in response to there being no arbitrary route label at the release position of the first slide operation.
5. The method according to claim 1, wherein Before displaying the traveling route of the first team based on the selection state, the method further includes the step of setting a part of the trajectory of the first slide operation that overlaps with the virtual scene as the traveling route of the first team, wherein the starting point of the part of the trajectory is the starting point of the traveling route, the ending point of the part of the trajectory is the ending point of the traveling route, and the sliding direction of the first slide operation is the traveling direction of the first team. **Claim 6** The method according to claim 1, before displaying the traveling route of the first team based on the selection state, the method further includes the steps of obtaining a part of the trajectory of the first slide operation that overlaps with the virtual scene, and obtaining the similarity between the part of the trajectory and each candidate route preset in the virtual scene; and setting the candidate route with the highest similarity as the traveling route of the first team. **Claim 7** The method according to claim 2, when displaying the plurality of candidate routes and the route labels respectively corresponding to the plurality of candidate routes, the method further includes the step of displaying a route attribute respectively corresponding to each candidate route, wherein the route attribute includes at least one of the usage frequency of the candidate route, the time when the candidate route was last used, and the number of times the candidate route reached earlier than other routes. **Claim 8** The method according to claim 2, when displaying the plurality of candidate routes and the route labels respectively corresponding to the plurality of candidate routes, the method further includes the step of displaying the candidate route with the highest winning rate among the plurality of candidate routes based on the selection state, wherein the winning rate is for the first team. **Claim 9** The method according to claim 8, before displaying the candidate route with the highest winning rate among the plurality of candidate routes based on the selection state, the method further includes the steps of calling a first machine learning model to perform a winning rate prediction process based on the state parameters of the first team and the plurality of candidate routes, obtaining the winning rate respectively corresponding to each candidate route, and determining the candidate route with the highest winning rate. The first machine learning model is obtained by training against game data, where the game data includes the movement routes of a plurality of teams of different camps within at least one game, the state parameters of each team, and the game result. The label corresponding to the movement route of the winning team is 1, and the label corresponding to the movement route of the losing team is 0. Method.
10. The method according to claim 1, wherein The different team controls correspond to different team classification methods for a plurality of virtual objects in the first camp, and the plurality of teams are obtained by classifying the plurality of virtual objects in the first camp based on the team classification method of the first team control. Method.
11. The method according to claim 10, wherein Before displaying the at least one team control, the method further includes Obtaining the total number of virtual objects in the first camp and the state parameters of each virtual object; Obtaining a predetermined member number ratio, where the member number ratio is the ratio of the number of members of each team corresponding to the team control to the total number; and Performing processing on each team control, including Multiplying the total number by the member number ratio of each team to obtain the number of members of each team; Performing a descending sort on the plurality of virtual objects based on the state parameters of each virtual object to obtain a descending sort list; Performing an ascending sort on the plurality of teams based on the number of members of each team to obtain an ascending sort list; According to the order of each team in the ascending sort list, for each team, performing a process of obtaining virtual objects corresponding to each team by classifying the virtual objects in the descending sort list based on the number of members of the team starting from the top of the descending sort list; and Generating a team classification method for the team control based on the number of members of each team and the virtual objects included therein. Method.
12. The method according to claim 1, wherein When the number of the at least one team control is plural, displaying the at least one team control includes Displaying a team control corresponding to a recommended team classification method based on a selection state; and A method including the step of displaying team control corresponding to an unrecommended team classification method based on an unselected state.
13. The method according to claim 12, Before displaying the at least one team control, the method further includes The step of calling a second machine learning model based on the current game data of the virtual scene to perform strategic prediction processing and obtaining a recommended team classification method, where the current game data includes the total number of virtual objects in the first camp, the total number of virtual objects in the second camp, the state parameters of each virtual object in the first camp, and the state parameters of each virtual object in the second camp. The second machine learning model is obtained by training game data, and the game data includes team classification methods of different camps within at least one game, state parameters of virtual objects in each team, and game results. The label corresponding to the team classification method of the winning camp is 1, and the label corresponding to the team classification method of the losing camp is 0.
14. The method according to claim 12, The recommended team classification method is The team classification method with the highest winning rate; The team classification method with the highest usage frequency; and The team classification method used last time including at least one of them.
15. The method according to claim 1, In response to the release of the first slide operation, after displaying the travel route of the first team based on the selection state, the method further includes Maintaining the label of the first team and the travel route of the first team in a selected state to indicate that it cannot be repeatedly selected; Displaying the labels of the plurality of teams in response to a second click operation on the first team control; Displaying the label of the second team based on the selection state in response to a second slide operation passing through the label of the second team, where the second slide operation is an operation executed from the click position of the second click operation when the second click operation is maintained without being released. Displaying the travel route of the second team based on the selection state in response to the release of the second slide operation, where the travel route is set by the second slide operation.
16. The method according to claim 1, wherein before the first slide operation passes through the logo of the first team, the method further comprises displaying a connection symbol indicating the position of the current touch point of the first slide operation from the first team control, when the first slide operation passes through the logo of the first team, the method further comprises displaying a connection symbol indicating the position of the current touch point of the first slide operation from the first team control via the logo of the first team, when the first slide operation is released, the method further comprises displaying a connection symbol indicating the release position from the first team control via the logo of the first team. A method
17. An apparatus for processing interactions in a virtual scene, comprising a display module and a selection module, the display module is configured to display a virtual scene and at least one team control, the virtual scene includes a plurality of teams participating in the interaction, the display module is further configured to display the logos of the plurality of teams in response to a first click operation on the first team control, the selection module is configured to display the logo of the first team based on a selection state in response to a first slide operation and the first slide operation passing through the logo of the first team, the first slide operation is an operation executed from the click position of the first click operation when the first click operation is maintained without being released, the selection module is further configured to display the travel route of the first team based on a selection state in response to the first slide operation being released, the travel route is set by the first slide operation. An apparatus
18. An electronic device including a processor and a memory connected to the processor, wherein a computer program is stored in the memory, the processor is configured to implement the method according to any one of claims 1 to 16 by executing the computer program. An electronic device
19. A program for causing a computer to execute the method according to any one of claims 1 to 16
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