Interactive processing method and apparatus for virtual scenes
The fusion of player characters with virtual pets in games, using machine learning to optimize skill usage, addresses the simplicity of existing interactions, enhancing immersion and enjoyment through dynamic and strategic gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HANGZHOU PAWPRINT INTERACTIVE ENTERTAINMENT TECHNOLOGY CO LTD
- Filing Date
- 2025-10-17
- Publication Date
- 2026-05-19
AI Technical Summary
Existing interaction methods between player characters and virtual pets in games are too simplistic, lacking deep physical or emotional interaction, which affects the immersion and diversity of the player's experience.
An interactive processing method that allows player characters to fuse with virtual pets, creating a new virtual pet with combined skills, controlled by the player to interact with other characters or environments, utilizing machine learning to optimize skill usage and pet selection based on environmental and strategic factors.
Enhances the flexibility and diversity of interactions, improving the player's game experience by allowing dynamic skill combinations and strategic depth, thus increasing immersion and enjoyment.
Smart Images

Figure 2026082709000001_ABST
Abstract
Description
Cross - reference to related applications
[0001] The present invention is proposed based on a Chinese patent application with an application number of 202411557697.2 and an application date of November 4, 2024, claims the priority of this Chinese patent application, and incorporates all the contents of this Chinese patent application by reference into this application.
Technical Field
[0002] This disclosure relates to computer technology, and particularly to an interactive processing method and apparatus for virtual scenes.
Background Art
[0003] In the field of games, in order to optimize the user's interactive experience, many game developers create realistic and interesting virtual environments, enabling the player character to have rich and diverse interactive experiences with virtual pets. In related technologies, the interaction method between the player character and the virtual pet is too single, and it is impossible to deeply interact with the virtual pet, which affects the immersion feeling in the interaction process of the player character.
Summary of the Invention
[0004] Embodiments of this disclosure provide an interactive processing method, apparatus, electronic device, computer - readable storage medium, and computer program product for virtual scenes that can provide various interaction methods and improve the player's game experience.
[0005] The technical solutions of the embodiments of the present invention are realized as follows. Embodiments of this disclosure provide an interactive processing method for virtual scenes, the method includes: displaying a virtual scene including a first player character on a man - machine interaction interface; A fusion trigger operation for the first player character and at least one first virtual pet of the first player character, or, in response to the fulfillment of an automatic fusion condition between the first player character and at least one first virtual pet of the first player character, the first player character and at least one first virtual pet are fused into a second virtual pet, controlled by the human-machine interaction interface. Controlling the second virtual pet to activate the skills of the first virtual pet in response to an interactive trigger operation on the second virtual pet, Includes, The interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, and a second player character in the virtual scene that is different from the first player character. An interactive processing method characterized by the following:
[0006] In the above proposed technology, in response to a transformation trigger operation on the first player character, or in response to the fulfillment of an automatic transformation condition for the first player character, the first player character is transformed into a fifth virtual pet having the same or similar appearance as the first virtual pet. In response to an interactive trigger operation on the fifth virtual pet, the fifth virtual pet is controlled to activate the skills of the first virtual pet, and the interactive targets of the skills include at least one non-player character in the virtual environment and a second player character different from the first player character in the virtual scene.
[0007] In the above proposed technology, before responding to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, the virtual scene further includes at least one first virtual pet of the first player character, Furthermore, if the first player character has multiple first virtual pets, the method is as follows: A second pet list is displayed, which includes the multiple first virtual pets belonging to the first player character, and in response to a selection operation on the second pet list, the first virtual pet that follows the first player character in the virtual scene is switched to the selected first virtual pet. In response to a switching operation, perform at least one of the following: switch one of the first virtual pets currently following the first player character to another first virtual pet of the first virtual player. It further includes, The aforementioned other first virtual pet is the first virtual pet with the highest selection parameter among the multiple first virtual pets, and the selection parameter is determined based on at least one of the following: past summoning frequency, past fusion frequency, the environment in which the first player character is currently located and the degree of matching with the interactive target, and the attribute value of the first virtual pet's skills.
[0008] In the above proposed technology, at least one first virtual pet of the first player character and the second virtual pet are morphologically related in one of the following ways. The size of at least one first virtual pet of the first player character is smaller than the size of the second virtual pet, provided that the scaling factor of the second virtual pet's size relative to the first virtual pet's size represents the scaling factor of the skills of the first virtual pet that the second virtual pet uses the skills of the first virtual pet. The skin of the second virtual pet matches the skin of the first virtual pet. The skin of the second virtual pet is obtained by fusing the skin of the first player character and the skin of the first virtual pet, and the face of the second virtual pet is obtained by fusing the faces of the first player character and the first virtual pet. When the first player character merges with multiple first virtual pets, the face and skin of the second virtual pet dynamically change to follow the first virtual pet possessing the skill currently being used.
[0009] In the above proposed technology, controlling the second virtual pet to activate the skills of the first virtual pet is: When the first player character merges with multiple first virtual pets to obtain the second virtual pet, the player character activates a combination of skills that includes at least one skill belonging to each of the first virtual pets. The aforementioned skill combination was determined by one of the following methods: A combination of typical skills of each of the first virtual pets is obtained, Based on the characteristics of multiple candidate skill combinations of multiple first virtual pets, a second machine learning model is invoked to calculate the usage probability of each candidate skill combination, and the candidate skill combination with the highest usage probability is selected. The aforementioned second machine learning model is determined by the following method: Based on the characteristics of multiple skill combination samples, the second machine learning model is invoked to make predictions, and the predicted probability for each skill combination sample is obtained. Backpropagation is then performed to update the parameters of the first machine learning model based on the difference between the predicted probability for each skill combination and the actual selected result label.
[0010] In the above proposed technology, controlling the second virtual pet to activate the skills of the first virtual pet is: When the first player character merges with one of the first virtual pets to obtain the second virtual pet, the process includes: displaying the skill list of the first virtual pet and controlling the second virtual pet to activate the selected skill in response to a selection operation on the skill list; or controlling the second virtual pet to activate the selected skill in response to a trigger operation on a specific skill of the first virtual pet.
[0011] In the above proposed technology, the attribute value of the skill of the first virtual pet activated by the second virtual pet is the same as the attribute value of the same skill activated by controlling the first virtual pet, or has the same gain coefficient, and the gain coefficient is predetermined by the server or set by the first player's account.
[0012] Embodiments of this disclosure provide an interactive processing device for a virtual scene, the device is A scene display module configured to display a virtual scene including the first player character in a human-machine interaction interface, A fusion trigger operation for the first player character and at least one first virtual pet of the first player character, or a fusion processing module configured to fuse the first player character and at least one first virtual pet into a second virtual pet, controlled by the human-machine interaction interface, in response to the fulfillment of an automatic fusion condition between the first player character and at least one first virtual pet of the first player character. The system includes a control processing operation configured to control the second virtual pet to activate the skills of the first virtual pet in response to an interactive trigger operation on the second virtual pet, The interactive target of the skill includes at least one non-player character in the virtual environment and a second player character in the virtual scene that is different from the first player character.
[0013] Embodiments of this disclosure provide electronic equipment, said electronic equipment, Memory for storing computer-executable instructions or computer programs, The present invention includes a processor for implementing an interactive processing method for a virtual scene according to an embodiment of this disclosure, which executes computer-executable instructions or computer programs stored in the memory.
[0014] Embodiments of the present disclosure provide a computer-readable storage medium configured to execute an interactive processing method for a virtual scene according to embodiments of the present disclosure when a computer program or computer-executable instructions are stored therein and executed by a processor.
[0015] Embodiments of the present disclosure provide a computer program product comprising a computer program or computer-executable instructions that implement an interactive processing method for a virtual scene according to embodiments of the present disclosure when executed by a processor.
Advantages of the Invention
[0016] Embodiments of the present disclosure have the following beneficial effects. By performing a merging trigger operation on the first player character and at least the first virtual pet, or when the automatic merging condition of the first player character and at least the first virtual pet is satisfied, the first player character and at least the first virtual pet are merged into a second virtual pet, and a merging mechanism is used to realize a dynamic conversion from the player character to a merged form, increasing the diversity and dynamics of the changes. By performing an interactive trigger operation on the second virtual pet, the second virtual pet is controlled to activate the skills of the first virtual pet and interact with other player characters or non-player characters in the virtual environment, enabling the player to adjust the skill usage strategy for different enemies or environments, merge with different virtual pets, and activate different skill combinations, thereby improving the flexibility and diversity of the interaction.
Brief Description of the Drawings
[0017] [Figure 1] It is an architectural schematic diagram of an interaction processing system 100 for a virtual scene according to embodiments of the present disclosure. [Figure 2] It is a structural schematic diagram of a terminal 400 according to embodiments of the present disclosure. [Figure 3A] It is the first flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 3B] It is the second flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 3C] It is the third flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 3D] It is the fourth flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 3E] It is the fifth flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 3F] It is the sixth flowchart of the interactive processing method of the virtual scene according to the embodiments of the present disclosure. [Figure 4A] It is the first schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 4B] It is the second schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 4C] It is the third schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 4D] It is the fourth schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 5A] It is the fifth schematic diagram of the virtual scene according to the embodiments of the present disclosure. <e [Figure 5B] It is the sixth schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 5C] It is the seventh schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 5D] It is the eighth schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 5E] It is the ninth schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 5F] It is the tenth schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 6A] It is the eleventh schematic diagram of the virtual scene according to the embodiments of the present disclosure. [Figure 6B] This is the twelfth schematic diagram of a virtual scene according to an embodiment of the present disclosure. [Figure 6C] This is the thirteenth schematic diagram of a virtual scene according to an embodiment of the present disclosure. [Figure 6D] This is the fourteenth schematic diagram of a virtual scene according to an embodiment of the present disclosure.
[0018] Furthermore, the terms "First" and "Second" above are used to distinguish between different technical proposals, and do not indicate a distinction in the superiority or inferiority of the technical proposals or their priority in the implementation process. [Modes for carrying out the invention]
[0019] To further clarify the object, technical solutions and advantages of the present invention, the present invention will be described in more detail below in conjunction with the drawings, and the embodiments described should not be considered limitations of the present invention, and all other embodiments obtained fall within the scope of the present invention, assuming that those skilled in the art do not need to be creative.
[0020] In the following description, “a certain embodiment” describes a subset of all possible embodiments, but it can be understood that “a certain embodiment” may be the same subset or different subsets of all possible embodiments, and may be combined with each other as long as they do not conflict.
[0021] In the following description, the terms “first / second / third” merely distinguish similar objects and do not imply any particular order of the objects. It should be understood that “first / second / third” may be replaced with any particular order or priority, if possible, so that embodiments of the present invention can be carried out in an order other than that shown or described.
[0022] In the embodiments of this disclosure, the terms “module” or “unit” mean a computer program or part of a computer program having a predetermined function, which may be implemented in whole or in part by using software, hardware (e.g., processing circuits or memory) or a combination thereof, in cooperation with other relevant parts to achieve a predetermined objective. Similarly, one or more modules or units may be implemented by one processor (or more processors or memory). Furthermore, each module or unit may be part of an overall module or unit that includes the function of that module or unit.
[0023] Unless otherwise specified, "at least one" means one or more, and "plural" may mean two or more.
[0024] Unless otherwise defined, all terms and scientific terms used in the embodiments of this disclosure have the same meaning as those generally understood by those skilled in the art. The terms used in the embodiments of this disclosure are used solely for the purpose of illustrating the embodiments of this disclosure and are not intended to limit this disclosure.
[0025] The relevant data collection processes in the embodiments of this disclosure should be carried out in accordance with the requirements of relevant laws and regulations when applying the examples, obtaining informed consent or sole consent from the personal information itself, and conducting subsequent data use and processing activities within the scope permitted by law and the personal information itself.
[0026] Before further describing the embodiments of this disclosure, the nouns and terms relating to the embodiments of this disclosure will be defined below, and these nouns and terms relating to the embodiments of this disclosure shall be interpreted as follows:
[0027] 1) "Accordingly" is used to indicate a condition or state on which an operation to be performed depends. When the dependent condition or state is met, one or more operations to be performed may be in real time or with a set delay. Unless otherwise specified, there are no restrictions on the execution priority of multiple operations to be performed.
[0028] 2) "Human-machine interaction interface" is an interface for providing human-machine interaction functions. For example, a graphical user interface (GUI) includes, for example, an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (displaying information on a flat surface using projection technology), an eye movement detection interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting an image using holographic projection technology, allowing users to view stereoscopic images without wearing special glasses), a multimodal interface (a combination of multiple interactive methods, such as tactile, visual, and auditory interactive interfaces), and a brain-computer interface (BMI) interface.
[0029] 3) A "virtual scene" is a scene displayed (or provided) when an application program is running on a terminal device. This scene may be a simulated environment of the real world, a half-simulated and half-fictional virtual environment, or a completely fictional virtual environment. The player can control their player character to move around this virtual scene. For example, in a game scene, the virtual scene may be a gameplay scene.
[0030] 4) "Player Character" is a virtual character directly controlled by a player in a network game, electronic game, or other virtual scene, and is used to interact with other player characters or non-player characters in the virtual scene.
[0031] 5) “Virtual pet” refers to a character designed in an electronic or online game that is modeled after a real-world pet, which may be, for example, a digitized pet that the player cares for, trains, and interacts with, or a virtual pet that works with the player character to accomplish predetermined tasks.
[0032] 6) "Past summoning frequency" is the frequency or number of times a player character summons a virtual pet into a virtual scene within a predetermined past period. For example, if a player character summons a virtual pet into a virtual scene 5 times within a one-month period ending at the current time, then the past summoning frequency of virtual pet A is 5 times per month.
[0033] In related technologies, the interaction method between the player character and the virtual pet is too simplistic, lacking sufficient deep physical or emotional interaction with the virtual pet, which affects the player character's immersion in the interaction process.
[0034] Based on the above analysis, the applicant found that the interactive processing method for virtual scenes of the related technology fails to provide diverse interaction methods, resulting in a poor player game experience. To address this problem, the embodiments of the present disclosure provide an interactive processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes that can provide diverse interaction methods and improve the player game experience.
[0035] The following describes exemplary applications of the electronic devices according to the embodiments of this disclosure. The electronic devices according to the embodiments of this disclosure can be implemented as various types of terminals such as notebook computers, tablet computers, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals, and can also be implemented as servers. The following describes exemplary applications when the electronic devices are implemented as terminals.
[0036] As shown in Figure 1, Figure 1 is a schematic diagram of the architecture of an interactive processing system 100 for a virtual scene according to an embodiment of the present disclosure. In order to support an interactive processing application for a single virtual scene, a terminal 400 (shown as a human-machine interaction interface 411 as an example) is connected to a server 200 via a network 300, and the network 300 may be a wide area network, a local area network, or a combination of both.
[0037] Terminal 400 is configured to display a virtual scene on the human-machine interaction interface 411, detects a fusion trigger operation for the first player character and at least one first virtual pet in the virtual scene, or when the conditions for automatic fusion are met for the first player character and at least one first virtual pet of the first player character, it fuses the first player character and at least one first virtual pet into a second virtual pet, and when it detects an interactive trigger operation for the second virtual pet, it controls the second virtual pet to activate the skills of the first virtual pet by interacting with other player characters or non-player characters in the virtual scene.
[0038] As shown in Figure 2, Figure 2 is a schematic diagram of the structure of a terminal 400 according to an embodiment of the present disclosure, and the terminal 400 shown in Figure 2 comprises at least one processor 410, memory 450, at least one network interface 420 and a user interface 430. Each component of the terminal 400 is coupled via a bus system 440. The bus system 440 can be understood as being used to enable connection communication between these component elements. The bus system 440 includes a data bus, as well as a power bus, a control bus and a status signal bus. However, for clarity of explanation, various buses are denoted as the bus system 440 in Figure 2.
[0039] The processor 410 may be a general-purpose processor, a digital signal processor (DSP), or an integrated circuit chip having signal processing capabilities such as a programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component. Here, the general-purpose processor may be a microprocessor or any ordinary processor.
[0040] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, and each output device 431 includes one or more speakers and / or one or more visual display screens. The user interface 430 further includes one or more input devices 432 that include user interface components to facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, other input buttons, and controls.
[0041] The memory 450 may be removable, non-removable, or a combination of both. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Optionally, the memory 450 may include one or more memory devices located physically separate from the processor 410.
[0042] The memory 450 may include volatile memory or non-volatile memory, or it may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random-access memory (RAM). The memory 450 described in the embodiments of this disclosure means that it includes any suitable type of memory.
[0043] In some embodiments, memory 450 can store data to support various operations, including, for example, programs, modules, and data structures, or subsets or supersets thereof. These are described below illustratively.
[0044] The operating system 451 includes system programs for handling various basic system services and executing hardware-related tasks, and is configured to implement various basic system services such as a framework layer, core library layer, and driver layer, and to handle hardware-based tasks.
[0045] The network communication module 552 is configured to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth®, Wireless Compatibility Certification (Wi-Fi®), Universal Serial Bus (USB), and the like.
[0046] The presentation module 453 is configured to enable the presentation of information via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, etc.) (e.g., a user interface for operating peripheral devices and displaying content and information).
[0047] The input processing module 454 is used to select one of one or more input devices 432, detect what one or more users of the selected input device 432 input or interact with, and translate the detected input or interaction.
[0048] In some embodiments, the apparatus according to the embodiments of this disclosure can be implemented by software. Figure 2 shows an interactive processing unit 455 of a virtual scene stored in memory 450. This apparatus may be software in the form of a program and plug-ins, and includes software modules such as a scene display module 4551, a merging processing module 4552, and a control processing module. Since these modules are logical, they can be arbitrarily combined or further divided depending on the function to be implemented. The functions of each module will be described below.
[0049] In some embodiments, a terminal or server can implement the interactive processing method of the virtual scene according to embodiments of this disclosure by executing various computer-executable instructions or computer programs. For example, computer-executable instructions may be microprogram-level instructions, machine instructions, or software instructions. Computer programs may be native programs or software modules of the operating system, or local (Native) applications (APP). That is, they may be programs like game APPs that cannot be executed unless installed on the operating system, or mini-apps posted within any APP, that is, any program that can be executed simply by downloading it to a browser environment. In short, the computer-executable instructions described above may be instructions of any form, and the computer programs described above may be applications, modules, or plug-ins of any form.
[0050] The interactive processing method for a virtual scene according to the embodiments of this disclosure will be explained by exemplary applications and implementations of the terminal according to the embodiments of this disclosure.
[0051] As shown in Figure 3A, Figure 3A is a first flowchart of an interactive processing method for a virtual scene according to an embodiment of the present disclosure, and will be explained with reference to steps 101 to 103 shown in Figure 3A, with the example of a terminal being the execution entity.
[0052] Step 101 displays a virtual scene containing the first player character in the human-machine interaction interface.
[0053] In some embodiments, the terminal's human-machine interaction interface can display a virtual scene in which a first player character is displayed, and this first player character may be a player character controlled by the terminal user. For example, the human-machine interaction interface 411 of terminal 400 shown in Figure 1 can display a virtual scene in which a first player character and the first player character's skill information are displayed.
[0054] Exemplary, as shown in Figure 4A, Figure 4A is a first schematic diagram of a virtual scene according to an embodiment of the present disclosure. As shown in Figure 4A, the virtual scene of the human-machine interaction interface displays a first player character 401.
[0055] In step 102, the first player character and at least one first virtual pet controlled by the human-machine interaction interface are merged into a second virtual pet in response to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, or in response to the automatic fusion conditions being met for the first player character and at least one first virtual pet of the first player character.
[0056] In some embodiments, in response to a fusion trigger operation on a first player character and at least one first virtual pet of the first player character, the first player character and at least one first virtual pet controlled by a human-machine interaction interface are fused into a second virtual pet.
[0057] In some embodiments, when the conditions for automatic merging are met, the first player character and at least one first virtual pet of the first player character are merged into a second virtual pet, controlled by a human-machine interaction interface.
[0058] Here, the number of first virtual pets that merge with the first player character and the second virtual pet may be one or more, and may be set by the player in the settings interface during the game process, or may be set up collectively by the game developer in the game system before the game starts. At least one first virtual pet may not be displayed in the current virtual scene, or it may be displayed in the current virtual scene following the first player character.
[0059] In some embodiments, the above automatic fusion conditions include one of the following:
[0060] Condition 1: The degree of matching between at least one first virtual pet and the environment and interactive target where the first player character is currently located is greater than the degree of matching between the first player character and the environment and interactive target where the first player character is currently located.
[0061] For example, if the difficulty of completing a target task or achieving an interactive target in the current environment depends on the skills of the first player character, but the difficulty of completing a target task or achieving an interactive target in the current environment depends on the skills of at least one first virtual pet, then the degree of matching between at least one first virtual pet and the environment and interactive target in the current environment is considered to be greater than the degree of matching between the first player character and the environment and interactive target.
[0062] Condition 2: At least one first virtual pet is the first pre-placed target of the interactive target, and the first pre-placed target is a virtual pet that spontaneously merges with the first player character when the distance between the first player character and the interactive target is less than the distance threshold.
[0063] In some embodiments, at least one first virtual target relative to the interactive target can be determined based on the distance between the first player character and the interactive target. For example, if the distance between the first player character and the interactive target is 5 meters and the distance threshold is 10 meters, an automatic merging of at least one first virtual pet and the first player character is triggered.
[0064] Condition 3: At least one first virtual pet is a second pre-placed target where the first player character is currently located, and the second pre-placed target is a virtual pet that spontaneously merges with the first player character when the first player character is in the environment where the first player character is currently located.
[0065] In some embodiments, at least one first virtual pet can be determined by the environment in which the first player character is currently located. For example, if the environment in which the first player character is currently located is a steep river and the first player character needs to cross the river, by placing a virtual pet with ice properties in advance, the first player character can control the virtual pet to freeze the water surface into ice blocks, making it easier for the first player character to cross the river.
[0066] Condition 4: The first player character's own skills cannot achieve the pre-set interactive result with the interactive target, while at least one of the first virtual pet's skills can achieve the pre-set interactive result with the interactive target.
[0067] Here, the pre-set interactive outcome may be winning against an opponent in a confrontation scene, or completing a specific task in a collaborative scene.
[0068] In some embodiments, as shown in Figure 3B, Figure 3B is a second flowchart of the interactive processing method for a virtual scene according to an embodiment of the present disclosure. The action of "merging the first player character and at least one first virtual pet into a second virtual pet in response to a merging trigger operation between the first player character and at least one first virtual pet of the first player character" in step 102 above can be achieved by executing steps 1021 to 1023 in Figure 3B, which will be explained in detail below.
[0069] Step 1021 displays the first pet list, which includes at least one first virtual pet belonging to the first player character and the skill information of that first virtual pet.
[0070] In some embodiments, a first pet list control may be displayed in the human-machine interaction interface, and the first pet list is displayed in response to a trigger operation on the first pet list control. Here, at least one first virtual pet in the first pet list may be presented in the form of a name, avatar, etc. To assist the first player character in selecting an appropriate first virtual pet, the skill information of the first virtual pet includes an introduction to each skill of the first virtual pet.
[0071] As an example, as shown in Figure 4A, the man-machine interaction interface in Figure 4A displays the first pet list control 402 and the skill combination 403 of the player character 401, where the skill combination displays the player character 401's defense, healing, and normal attack skills. In response to a trigger operation on the first pet list control 402, the man-machine interaction interface shown in Figure 4B is displayed. Figure 4B is a second schematic diagram of a virtual scene according to an embodiment of the present disclosure. Figure 4B shows the player character 401, the skill combination 403 of the player character 401, and the first pet list 404, where the first pet list 404 displays the number of each virtual pet and four virtual pets corresponding to the avatar.
[0072] In some embodiments, if there are multiple first virtual pets in the first pet list, the multiple first virtual pets are ordered by at least one feature parameter, such as past summoning frequency, past fusion frequency, degree of matching with at least one of the environment in which the first player character is currently located and the interactive target, and the attribute value of the first virtual pet's skills.
[0073] Here, multiple first virtual pets may be ordered by at least one of the above-mentioned feature parameters, either by a single feature parameter (ascending or descending), or based on the result obtained by weighting the parameter values of multiple feature parameters. However, the weight of each feature parameter may be the average weight, or individual weights set by the player as needed, or even weights determined by an attention mechanism. Past summoning frequency is the frequency or number of times the first player character summons a virtual pet to the virtual scene within a predetermined past period. For example, if the player character summons a virtual pet to the virtual scene 5 times in a period of one month with the current time as the end time, then the past summoning frequency of virtual pet A is 5 times in one month. The skill attribute values of the first virtual pet may be attack power, defense ability, speed, stamina, magic value, etc.
[0074] In some embodiments, the degree of matching between the first virtual pet and the first player character with at least one of the environment and interactive targets in which the first virtual pet and the first player character are currently located is determined by the following method: in a confrontation scene, the probability that the first virtual pet and the first player character will win against the interactive target in the current confrontation environment is determined, and the higher the probability, the greater the degree of matching; in a cooperative scene, the probability that the first virtual pet and the first player character will cooperate with the interactive target in the virtual scene (to achieve the task objective) is determined, and the higher the probability, the greater the degree of matching.
[0075] In embodiments of this disclosure, when there are multiple first virtual pets in the first pet list, the multiple first virtual pets are ordered by various different characteristic parameters, and by the player's past call frequency and fusion frequency, which helps the player quickly find the pets they use most often, improving operational efficiency and game experience. Ordering by the environment in which the player is currently located and interactive targets allows the player to easily select the pet best suited to the current situation, improving the strategic depth and immersion of the game. By considering the pet's skill attribute values and degree of matching with the player character, the game can intelligently recommend pets according to the player's needs and game strategy, without requiring the player to select one by one from a large number of pets. In short, the above ordering mechanism helps the player make quick decisions, allowing the player to select the optimal pet combination to fight or complete tasks based on the ordering results, increasing the tactical depth of the game, and enabling the player to timely adjust pet placement to respond to new challenges as the game environment changes. By ordering virtual pets in this manner, it is possible to improve the efficiency of player operations, enrich game strategies, and increase the enjoyment and gameplay of the game, while also being useful for game data analysis and balance adjustments.
[0076] In some embodiments, the degree of matching is predicted by calling a first machine learning model based on the characteristics of the first player character, the characteristics of the environment in which the first player character is currently located, and the characteristics of the interactive target. The first machine learning model is trained in the following manner: the first machine learning model is called based on the characteristics of a sample player character, the characteristics of the environment in which the sample player character is currently located, and the characteristics of the interactive target of the sample player character to calculate the predicted degree of matching, and backpropagation is performed based on the difference between the predicted degree of matching and the actual interactive result label to update the parameters of the first machine learning model.
[0077] Here, the characteristics of the first player character may include the attribute values of each skill the first player character possesses (e.g., attack power, defense ability, speed, stamina, magic value, etc.). The characteristics of the environment in which the first player character is currently located may include the type of environment (closed, open) and the area of the environment, and the characteristics of the interactive target may include the attribute values of the interactive target (e.g., attack power, defense ability, speed, stamina, magic value), number, and location.
[0078] In some embodiments, the degree of matching may be obtained by calling a first machine learning model via a terminal or server based on the characteristics of the first player character, the characteristics of the first player character's current position, and the characteristics of the interactive target to make a prediction. The first machine learning model is trained in the following manner and initialized based on the characteristics of a sample player character, the characteristics of the sample player character's current position, and the characteristics of the sample player character's interactive target. The first machine learning model is called to calculate the predicted degree of matching, and a loss value is determined using a loss function for the difference between the predicted degree of matching and the actual interactive result label (1 if there is a match, and 0 if there is no match). Backpropagation is performed based on the loss value using a backpropagation algorithm to update the parameters of the initialized first machine learning model.
[0079] Examples of first machine learning models include fully connected neural networks (Multilayer Perceptron, MLP), convolutional neural networks (CNN), recurrent neural networks (RNN), variational autoencoders (VAE), Transformers, long short-term memory (LSTM), and proximal policy optimization (PPO). Loss functions used to determine the loss value may include mean squared error (MSE), root mean squared error (RMSE), mean absolute error (MAE), and cross-entropy loss.
[0080] Embodiments of this disclosure predict the degree of matching between a first virtual pet and at least one of the environment and interactive targets in which the first player character is currently located by calling a first machine learning model, and can provide the player with more personalized pet recommendations based on the player's behavioral mode, preferences, and historical data, helping the player quickly find the virtual pet best suited to the current game situation, increasing the dynamism and adaptability of the game, making the game experience smoother, and improving the game experience and satisfaction.
[0081] In step 1022, in response to a selection operation on the first pet list, at least one selected first virtual pet is highlighted and displayed.
[0082] In some embodiments, in response to a selection operation on the first pet list, a presentation message may be displayed to highlight at least one selected first virtual pet, and at the same time, to present virtual pets that have the same or similar skills as the first virtual pet, or to present virtual pets that frequently merge with the first player character in common with the selected first virtual pet (i.e., appearing more frequently than a frequency threshold).
[0083] As an example, as shown in Figure 4B, in response to a player's click operation on the third virtual pet in the first pet list 404, the man-machine interaction interface shown in Figure 4C is displayed. Figure 4C is a third schematic diagram of a virtual scene according to an embodiment of the present disclosure, and as shown in Figure 4C, the third virtual pet in the first pet list 404 is displayed in bold, and at the same time, the presentation message 405 is displayed.
[0084] In step 1023, in response to a fusion trigger operation on the first player character and the selected first virtual pet, the first player character and the selected first virtual pet are fused into the second virtual pet.
[0085] In some embodiments, the fusion trigger operation for the first player character and at least one selected first virtual pet may take various forms, such as a trigger operation for fusion control in a human-machine interaction interface, or a fusion operation in the form of voice control, tactile control, etc.
[0086] As an example, as shown in Figure 4C, a fusion control 406 is displayed in the man-machine interaction interface in Figure 4C, and in response to a trigger operation on the fusion control 406, the man-machine interaction interface shown in Figure 4D is displayed. Figure 4D is a fourth schematic diagram of a virtual scene according to an embodiment of the present disclosure, and as shown in the man-machine interaction interface at the top of Figure 4D, the third virtual pet 407 in the first pet list 404 is displayed, and at the same time, the fusion state control 408 is displayed, in this case the fusion state displayed in the fusion state control 408 is "fusion in progress". During the fusion process, the first player character and the virtual pet 407 gradually fuse, and as shown in the man-machine interaction interface in the center of Figure 4D, the fusion state displayed in the fusion state control 408 at this time is "fusion in progress". Finally, the human-machine interaction interface at the bottom of Figure 4D is displayed, and as shown in the figure, the second virtual pet 409 is displayed, which is the result of the fusion of the first player character 401 and the virtual pet 407. In this case, the fusion status displayed in the fusion status control 408 is fusion-separated, indicating that the fusion is complete. At the same time, the attribute values of the second virtual pet 409 are displayed, and the skills in the skill combination 403 are updated to the skills of the second virtual pet 409.
[0087] In some embodiments, the action described in step 102 above, "merging the first player character and at least one first virtual pet into a second virtual pet in response to a merging trigger operation on the first player character and at least one first virtual pet of the first player character," can also be achieved by performing the following process: A skill list control is displayed in the man-machine interaction interface, and in response to a trigger operation on the skill list control, the skill list is displayed, in response to a selection operation on any one of the skills in the skill list, the first virtual pet having the corresponding skill is displayed, in response to a selection operation on the first virtual pet having the corresponding skill, the selected at least one first virtual pet is highlighted, and in response to a merging trigger operation on the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are merged into a second virtual pet.
[0088] In the embodiments of this disclosure, the technical suggestion in step 102, "In response to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, fuse the first player character and at least one first virtual pet with a second virtual pet," may be used when the virtual scene does not contain any virtual pets, or when the virtual scene contains virtual pets that do not need to be fused. By performing the above process, virtual pets can be quickly summoned and fused, meaning that it is not necessary to first summon the virtual pets into the virtual scene and then fuse the player character and the virtual pets, thereby improving the efficiency of the player's operations during the game process and enhancing the game experience.
[0089] Here, the number of first virtual pets following the first player character at the same time may be one or more, and the number of following first virtual pets may be pre-set in the game background by the game developer or set by the first player character.
[0090] In some embodiments, before performing the "response to a fusion trigger operation on the first player character and at least one of the first player character's first virtual pets" as described in 102 above, if the virtual scene further includes at least one first virtual pet of the first player character and the first player character has multiple first virtual pets, one of the following processes can be performed: Display a second pet list containing multiple first virtual pets (represented by name, avatar, etc.) belonging to the first player character; in response to a selection operation on the second pet list, switch the first virtual pet following the first player character in the virtual scene to the selected first virtual pet; and in response to a switch operation, switch one of the first virtual pets currently following the first player character to another first virtual pet of the first virtual player, wherein the other first virtual pet is the one with the highest selection parameter among the multiple first virtual pets. The selection parameters are determined by at least one of the following characteristic parameters: past summoning frequency (i.e., how often or how many times the first player character summons the pet into the virtual scene), past merging frequency, the degree of matching with the environment and interactive target in which the first player character is currently located, and the attribute values of the first virtual pet's skills (e.g., attack power, defense ability, speed, stamina, magic value, etc.).
[0091] In some embodiments, the step 102 described above, "the first player character and at least one first virtual pet of the first player character are merged into a second virtual pet when the automatic merging conditions are met," can be implemented by configuring the game settings system. For example, a switch control may be provided in the game settings interface to allow the player character to select whether or not to activate the automatic merging function.
[0092] In some embodiments, if the virtual scene currently contains at least one first virtual pet, the first player character and at least one first virtual pet currently contained in the virtual scene can be merged into a second virtual pet. In this case, "merging the first player character and at least one first virtual pet into a second virtual pet" in step 102 above can be achieved by the following process: If the virtual scene currently contains only one first virtual pet of the first player character, the first player character and only the first virtual pet currently contained in the virtual scene are merged into a second virtual pet.
[0093] As an example, as shown in Figure 5A, Figure 5A is a fifth schematic diagram of a virtual scene according to an embodiment of the present disclosure. The man-machine interaction interface shown at the top of Figure 5A displays the first player character 501, the first virtual pet 502, a skill combination 503, and a fusion control 504. In response to a trigger operation on the fusion control 504, the first player character 501 and the first virtual pet 502 are fused, and as shown in the man-machine interaction interface at the bottom of Figure 5A, the fused second virtual pet 505 is displayed, along with the attribute values 506 and dismantling control 507 of the second virtual pet 505.
[0094] In some embodiments, if the virtual scene currently contains multiple first virtual pets of the first player character, the action of "merging the first player character and at least one first virtual pet into a second virtual pet" in step 102 above can be achieved by merging the first player character and the selected at least one first virtual pet into a second virtual pet in response to a selection operation on the multiple first virtual pets (i.e., the first virtual pets may be manually selected by the player).
[0095] As an example, as shown in Figure 5B, Figure 5B is a sixth schematic diagram of a virtual scene according to an embodiment of the present disclosure. The man-machine interaction interface shown at the top of Figure 5B displays the first player character 511, the first virtual pet 512, a skill combination 513, a fusion control 514, the first virtual pet 515, and the first virtual pet 516. In response to a click operation on the first virtual pet 512, the first virtual pet 512 is set as the selected target virtual pet, and in response to a trigger operation on the fusion control 514, the first player character 511 and the first virtual pet 512 are fused, and as shown in the man-machine interaction interface at the bottom of Figure 5B, the fused second virtual pet 517 is displayed, along with the attribute values 518 and dismantling control 519 of the second virtual pet 517.
[0096] In some other embodiments, if the number of first virtual pets for the first player character is multiple, the "merging the first player character and at least one first virtual pet into a second virtual pet" in step 102 above can be achieved by performing a process in which the first player character and at least one first virtual pet selected from the multiple first virtual pets are merged into a second virtual pet (i.e., the first virtual pet can be voluntarily selected) in response to an automatic merging trigger operation (e.g., a trigger operation for automatic merging control, a trigger operation in the form of voice or sensation). However, the single first virtual pet selected is based on a descending order of selection parameters, the selection parameters are determined based on at least one of the following: past call frequency, past merging frequency, the environment in which the first player character is currently located and the degree of matching with the interactive target, and the attribute values of the first virtual pet's skills (e.g., attack power, defense ability, speed, stamina, magic value, etc.).
[0097] As an example, the automatic fusion trigger operation may be a trigger operation for automatic fusion control in a human-machine interaction interface, where the system receives the player's voice command via a microphone or other voice input device, performs voice recognition on the received voice command, converts the received voice signal into text information, or directly recognizes the player's command intent, and triggers the automatic fusion of the first player character and the first virtual pet based on the analyzed voice command. Furthermore, it may receive the player's sensory input via a camera or other video input device, analyze the sensory input, and trigger the automatic fusion of the first player character and the first virtual pet based on the analyzed sensory command.
[0098] The embodiments of this disclosure, when a virtual scene includes one first virtual pet of a first player character, allow for direct fusion operations, making the fusion operation more direct and easier, reducing the player's learning curve, and enabling the player to quickly fuse and respond to emergencies without having to select from multiple virtual pets. When a virtual scene includes multiple first player characters, the system supports triggering fusion between the first player character and the first virtual pet through manual selection by the player and automatic selection by the system, allowing the player to select and fuse the appropriate virtual pet based on different game environments and interactive targets, experiencing different fusion effects. Such dynamic variations can enhance the game's interest and exploreability. If the player cannot make a decision immediately or requires a quick response, the system can spontaneously select a pet and perform the fusion according to pre-set selection parameters, simplifying the operation process. Pets selected in descending order are generally those most frequently used by the player or best suited to the current environment, which is advantageous in optimizing the player's selection, and is selected based on the player's past actions and preferences, providing a more personalized gaming experience. In short, designing such a fusion mechanism increases the strategic and dynamic aspects of the game while simultaneously providing an automated and personalized gaming experience, thereby improving the player's overall gaming experience.
[0099] In some embodiments, the first player character's first virtual pet and second virtual pet are morphologically related in one of the following ways: The size of at least one first virtual pet belonging to the first player character is smaller than the size of the second virtual pet, provided that the scaling factor of the second virtual pet's size relative to the first virtual pet represents the scaling factor of the skills used by the second virtual pet when using the first virtual pet's skills relative to the first virtual pet's skills; the skin of the second virtual pet matches the skin of the first virtual pet; the skin of the second virtual pet is obtained by fusing the skin of the first player character and the skin of the first virtual pet; the face of the second virtual pet is obtained by face fusing the first player character and the first virtual pet so that the face of the second virtual pet has the facial features of the first player character and the first virtual pet; other players can identify the first player character corresponding to the second virtual pet and recognize which pet the first player character is currently fused with; and when the first player character is fused with multiple first virtual pets, the face and skin of the second virtual pet dynamically change to follow the first virtual pet that has the currently used skills so that the face of the virtual pet has the facial features of the first player character, thereby providing identifiability.
[0100] For example, if the size of the second virtual pet is five times that of the first virtual pet, and the first virtual pet can move 2 meters when it activates its displacement skill, then the second virtual pet can move 10 meters when it uses the first virtual pet's skill. If the first player character merges with multiple first virtual pets, and the face and skin of first virtual pet A have monkey characteristics, then when the first player character uses the skill of first virtual pet A in the forest, the face and skin of the second virtual pet will also have monkey characteristics, and when the first player character uses the skill of first virtual pet B in the water, the face and skin of the second virtual pet will also have fish characteristics.
[0101] The embodiments of this disclosure visually distinguish the combined second virtual pet from the first virtual pet, scaling the second virtual pet's size to match the scaling factor of its skills, providing the player with intuitive visual feedback, making the improvement of pet skills more visually rational, and ensuring that the second virtual pet's skin matches the first virtual pet's skin, thus maintaining the continuity and individuality of the character's appearance. By fusing the skin and face of the first player character and the first virtual pet, a second virtual pet with a unique personality is created. The second virtual pet's face and skin dynamically change depending on the skill the first virtual pet is currently using, increasing the visual diversity and variability of the game. As the player switches between different skills, the second virtual pet's appearance also changes accordingly, making it easier for the player to identify and remember the effects of different skills, increasing the interactivity and individualization of the game, and providing the player with a richer and deeper gaming experience.
[0102] In some embodiments, after performing step 102 above, "combining the first player character and at least one first virtual pet into a second virtual pet," the following process can be performed: Depending on whether the fusion update condition is met, the second virtual pet is switched to a third virtual pet, which is obtained by combining the first player character and at least one fourth virtual pet of the first player character.
[0103] Here, if there are multiple fourth virtual pets and multiple first virtual pets for fusion, the multiple first virtual pets for fusion will differ in at least some respects from the multiple fourth virtual pets for fusion, and for example, they can switch to a second virtual pet that has a low degree of matching with the current environment and interactive target (below the matching threshold).
[0104] As an example, as shown in Figure 5C, Figure 5C is a seventh schematic diagram of a virtual scene according to an embodiment of the present disclosure. As shown in the upper man-machine interaction interface of Figure 5C, a second virtual pet 521, a pet list 522, a skill combination 523, the attribute values 524 and dismantling control 525 of the second virtual pet 521 are displayed, except that four fourth virtual pets are displayed in the pet list 522, and the skills of the second virtual pet 521 are displayed in the skill combination 523. In response to a trigger operation on the second virtual pet in the pet list 522, the lower man-machine interaction interface of Figure 5C is displayed, and the second virtual pet 521 is switched to a third virtual pet 526, where the third virtual pet 526 is obtained by combining the player character and the second virtual pet in the pet list 522, and at the same time, the attribute values 527 of the third virtual pet 526 are displayed, and in this case, the skills of the third virtual pet 526 are displayed in the skill combination 523.
[0105] Here, the above fusion update conditions include receiving a fusion update operation that instructs the first player character to fuse with at least one fourth virtual pet instead of fusing with at least one virtual pet, or the degree of matching between at least one fourth virtual pet (its skills or fighting style) and the environment and interactive target is greater than the degree of matching between at least one first virtual pet (its skills or fighting style) and the environment and interactive target. That is, the first player character voluntarily fuses with the virtual pet that best matches the virtual environment and the current interactive target in order to ensure interactive effects.
[0106] In some embodiments, an automatic update fusion mode can be configured in the game settings system. For example, an activation control for the automatic update fusion mode can be provided in the game settings interface of the human-machine interaction interface, and the automatic update fusion mode is activated in response to a trigger operation on the activation control. In this case, when the fusion update conditions are met, the player character can spontaneously fuse with a suitable virtual pet without the player's access, improving operational efficiency and intelligence.
[0107] In some embodiments, the third virtual pet is controlled to activate the skills of the fourth virtual pet in response to an interactive trigger operation on the third virtual pet, and the interactive target of the fourth virtual pet's skills includes at least one of the following: the virtual environment, a non-player character within the virtual environment, or the second player character.
[0108] As shown in Figure 3A, step 102 described above will now be explained.
[0109] In step 103, the second virtual pet is controlled to activate the first virtual pet's skill in response to an interactive trigger operation on the second virtual pet, and the interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, the first player character in the virtual scene, and a second player character different from the first player character.
[0110] In some embodiments, the attribute values of the skills of the first virtual pet activated by the second virtual pet are the same as the attribute values of the same skills activated by controlling the first virtual pet, or have the same gain coefficient, and the gain coefficient is predetermined by the server or set by the first player's account, which may be set dynamically during the first player's gameplay or before the game starts.
[0111] In some embodiments, the "controlling the second virtual pet to activate the skills of the first virtual pet" in step 103 above is achieved by activating a skill combination that includes at least one skill belonging to each first virtual pet when the first player character merges with multiple first virtual pets to obtain a second virtual pet, and the skill combination is determined by one of the following methods.
[0112] Method 1: Obtained by combining typical skills of each first virtual pet.
[0113] Here, the typical skills of the first virtual pet may be pre-configured in the game settings system, or the first player character may be configured in the settings interface.
[0114] Method 2: Based on the characteristics of multiple candidate skill combinations of multiple first virtual pets, a second machine learning model is invoked to calculate the usage probability of each candidate skill combination, and the candidate skill combination with the highest usage probability is selected. The second machine learning model is trained in the following manner: Based on the characteristics of the sample of multiple skill combinations, the second machine learning model is invoked to make predictions, and the predicted probability of each skill combination sample is obtained. Based on the difference between the predicted probability of each skill combination and the actual selection result label (1 if selected, 0 if not used), a loss function is used to determine the loss value, and backpropagation is performed to update the parameters of the first machine learning model using the backpropagation algorithm based on the loss value.
[0115] Here, the characteristics of the candidate skill combination may also include the skill's attribute values (for example, attack power, defensive ability, speed, stamina, magic value, etc.) or cooldown time.
[0116] Examples of second machine learning models include fully connected neural networks, convolutional neural networks, cyclic neural networks, variational autoencoders, Transformers, long short-term memory networks, and near-end strategy optimization. The loss function used to determine the loss value may be the mean squared error, root mean squared error, mean absolute error, cross-entropy, or other loss functions.
[0117] As an example, as shown in Figure 5F, Figure 5F is the tenth schematic diagram of a virtual scene according to an embodiment of the present disclosure. The man-machine interaction interface at the top of Figure 5F displays the first player character 551, the first virtual pet 552, the first virtual pet 553, the first virtual pet 554, the one-touch fusion control 555, and the skill combination 556. In response to a trigger operation on the one-touch fusion control 555, the first player character 551 and the first virtual pets 552, 553, and 554 are fused into a second virtual pet, and the fused second virtual pet 557 is displayed in the man-machine interaction interface at the bottom of Figure 5F. At the same time, the attribute values 558 and dismantling control 559 of the second virtual pet 557 are also displayed. In this case, the skill combination 553 displays each skill, including the skill combination of the second virtual pet 557, and the second virtual pet 557 can be controlled to activate the skill combination in response to a trigger operation on the skill combination.
[0118] In some embodiments, when the first player character merges with a first virtual pet to obtain a second virtual pet, the action of "controlling the second virtual pet to activate the skills of the first virtual pet" in step 103 above can be achieved by one of the following processes: display the skill list of the first virtual pet, and in response to a selection operation on the skill list, control the second virtual pet to activate the selected skill; or, in response to a trigger operation on a specific skill of the first virtual pet, control the second virtual pet to activate the selected skill.
[0119] For example, a trigger operation for a specific skill of the first virtual pet may be a trigger operation on a shortcut key of a terminal device (e.g., mouse or keyboard), or it may be a gesture shortcut, voice command, or tactile operation that triggers the activation of the skill.
[0120] As an example, as shown in Figure 5B, the skills of the first virtual pet are displayed in skill combination 513, and the second virtual pet 517 can be controlled to immediately activate the "Displacement" skill in response to a trigger operation on the "Displacement" skill in skill combination 513.
[0121] In some embodiments, after performing the action of "controlling the second virtual pet to activate the skills of the first virtual pet" in step 103 above, the process of dismantling the second virtual target into the first player character and at least one first virtual target may be performed depending on whether the dismantling conditions are met, and the dismantling conditions include receiving a dismantling trigger operation on the second virtual pet, the fusion time between the first player character and at least one first virtual pet reaching a predetermined time, or the second virtual pet completing a predetermined task.
[0122] As an example, as shown in Figure 5B, the second virtual pet 517 can be disassembled into the first player character 511 and the first virtual pet 512 in response to a trigger operation on the disassembly control 519.
[0123] In some embodiments, as shown in Figure 3C, Figure 3C is a third flowchart of an interactive processing method for a virtual scene according to an embodiment of the present disclosure. The first image is a second virtual pet obtained by combining a first player character and at least one first virtual pet. Before performing the action of "controlling the second virtual pet to activate the skills of the first virtual pet" in step 103 above, steps 201 to 203 in Figure 3C can be performed to switch the first image of the second virtual pet to the second image, which will be explained in detail below.
[0124] Step 201 displays an image editing interface where an image entry is shown for placing the image of the second virtual pet.
[0125] In some embodiments, after combining a first player character with at least one first virtual pet to obtain a second virtual pet having a first image, an image editing interface can be displayed, and thus an image entry for placing the image of the second virtual pet is displayed in the image editing interface.
[0126] In step 202, the image of the second virtual pet is placed as the second image in response to the image placement operation triggered by the image entry.
[0127] In some embodiments, an image placement operation triggered by an image entry can be implemented in the following manner: In response to a trigger operation on an image entry, a list of candidate images is displayed, and in response to a selection operation on the list of candidate images, the image of the second virtual pet is placed; or, in response to a trigger operation on an image entry, an image placement menu is displayed, and in response to a placement operation on an image label in the image placement menu, the image of the second virtual pet is placed.
[0128] In some embodiments, as shown in Figure 3D, Figure 3D is a fourth flowchart of the interactive processing method for a virtual scene according to an embodiment of the present disclosure. Step 202 can be achieved by performing steps 2021 to 2022 in Figure 3D, which will be described in detail below.
[0129] In step 2021, in response to a trigger operation on an image entry, the image selection interface is displayed, and at least one candidate image is shown in the image selection interface.
[0130] As an example, as shown in Figure 5D, Figure 5D is an eighth schematic diagram of a virtual scene according to an embodiment of the present disclosure. As shown in the man-machine interaction interface at the top of Figure 5D, a second virtual pet 531, a candidate image list 532, a skill combination 533, attribute values 534 of the second virtual pet 531, and a dismantling control 535 are displayed, in which case the second virtual pet 531 uses the first image.
[0131] In step 2022, in response to a selection operation for the second image among at least one candidate image, the image of the second virtual pet is placed as the second image.
[0132] As an example, as shown in Figure 5D, in response to a trigger operation on the candidate image list 532 in the upper part of the human-machine interaction interface in Figure 5D, the human-machine interaction interface as shown in the middle of Figure 5D is displayed, and the candidate image menu 536 is displayed in the human-machine interaction interface in the middle of Figure 5D, and the candidate image menu 536 displays images of four types of virtual pets. In response to a selection operation on the fourth type of virtual pet in the candidate image menu 536, the second virtual pet 531 that adopts the second image is displayed in the human-machine interaction interface at the bottom of Figure 5D.
[0133] In some other embodiments, as shown in Figure 3E, Figure 3E is a fifth flowchart of the interactive processing method for a virtual scene according to an embodiment of the present disclosure. Step 202 above can be achieved by further performing steps 2023 to 2024 in Figure 3E, which will be described in detail below.
[0134] Step 2023 displays the image placement interface in response to a trigger operation on an image entry, and also displays at least one image label on the image placement interface.
[0135] As an example, as shown in Figure 5E, Figure 5E is the ninth schematic diagram of a virtual scene according to an embodiment of the present disclosure. As shown in the upper part of the man-machine interaction interface in Figure 5E, a second virtual pet 541, an image placement inlet 542, a skill combination 543, attribute values 544 of the second virtual pet 541, and a dismantling control 545 are displayed, in which case the second virtual pet 541 uses the first image. In response to a trigger operation on the image placement inlet 542, a man-machine interaction interface like the one in the middle of Figure 5E is displayed, and a label menu 546 is displayed in the man-machine interaction interface in the middle of Figure 5E, allowing the user to configure the height, body shape (e.g., fat or thin), skin color, and other customization settings for the second virtual object 541.
[0136] In step 2024, in response to the selection operation on the target image label, the image of the second virtual pet is placed as the second image generated by the target image label.
[0137] As an example, once the setup is complete, as shown in Figure 5E, the human-machine interaction interface at the bottom of Figure 5E displays the second virtual pet 541 using the second image.
[0138] As shown in Figure 3C, step 202 described above will now be explained.
[0139] In step 203, in response to the decision operation on the second image, the second image is set as the image used by the second virtual pet.
[0140] Here, the first image is the image of the first virtual pet, and the first image is different from the second image.
[0141] The embodiments of this disclosure support players in customizing the appearance of a second virtual pet using an image editing interface, thereby enhancing the personalization experience in the game. Players can choose colors, accessories, appearance, etc., to suit their preferences, creating a unique pet image. By enabling players to customize their pet's image, the game encourages players to invest more time and effort, strengthening their sense of engagement and emotional connection to the game character. The image editing feature can capture players' attention, increase the reproducibility and diversity of the game, significantly improve the user experience and appeal of the game, while simultaneously providing game developers with new marketing opportunities and technical challenges.
[0142] In some embodiments, as shown in Figure 3F, Figure 3F is a sixth flowchart of the interactive processing method for a virtual scene according to an embodiment of the present disclosure. Steps 301 to 302 in Figure 3F can be executed on the first player character, and will be described in detail below.
[0143] In step 301, the first player character is transformed into a fifth virtual pet that has the same or similar appearance as the first virtual pet, either through a transformation trigger operation on the first player character or when the first player character meets the automatic transformation conditions.
[0144] In some embodiments, the transformation trigger for the first player character is such that the transformation of the first player character is triggered in response to a trigger operation on the transformation control within the man-machine interaction interface.
[0145] Examples of automatic transformation conditions include: The game rewards the player by transforming into a fifth virtual pet after completing a specific task or series of tasks, providing the player with new skills or abilities. When the player enters a specific game environment or area (e.g., a magical forest, an underwater world, or an outer planet), the player character spontaneously transforms into a fifth virtual pet to adapt to the new environment or unlock special abilities. The player character spontaneously transforms into a fifth virtual pet when certain conditions are met, such as gathering enough resources, possessing a specific item, or achieving a specific result. The player character spontaneously transforms into a fifth virtual pet upon reaching a certain level, serving as a reward for leveling up and enhancing abilities.
[0146] According to the embodiments of this disclosure, a player character can be transformed into a virtual pet, and the design of automatic transformation conditions increases the interactivity of the game and the player's engagement with the game. At the same time, as a mechanism of game design, it can also guide the player to explore the game world and complete tasks.
[0147] In step 302, the fifth virtual pet is controlled to activate the first virtual pet's skill in response to an interactive trigger operation on the fifth virtual pet, and the interactive target of the skill includes at least one non-player character in the virtual environment, the first player character in the virtual scene, and a second player character different from the first player character.
[0148] Accordingly, the embodiments of this disclosure merge the first player character and at least the first virtual pet into a second virtual pet through a fusion trigger operation on the first player character and at least the first virtual pet, or when the conditions for automatic fusion are met, thereby enabling a dynamic transformation from the player character to the fused form through the fusion mechanism, increasing the diversity and dynamism of the changes. Interactive trigger operations on the second virtual pet control the second virtual pet to activate the skills of the first virtual pet, allowing interaction with other player characters or non-player characters in the virtual environment, enabling the player to adjust their skill usage strategy against different enemies or environments, and improving the flexibility and diversity of the interaction by merging with different virtual pets and activating different skill combinations.
[0149] The following describes examples of how the embodiments of this disclosure can be applied in game scenes.
[0150] In gameplay, interaction between the player character and a virtual pet can enhance the player's interactive gaming experience. In related technologies, the interaction between the player character and the virtual pet typically involves the following: the virtual pet appears to the player character, and the player can assign tasks such as item searching, map exploration, and combat to the virtual pet. The virtual pet follows commands, completes tasks, cooperates with the player to achieve task objectives, or the player character transforms into the virtual pet's image to interact with the virtual scene. However, such game interaction methods are often too simplistic, lacking deep physical and emotional interaction between the player character and the virtual pet, which negatively impacts the player's immersion in the game.
[0151] The interactive processing method for virtual scenes according to the embodiments of this disclosure provides a new game interaction method in which a player character can be directly turned into a virtual pet in some way (not limited to transformation / merging), and the player can interact with other player characters or non-player characters in the virtual environment by manipulating the virtual pet and directly using the virtual pet's skills.
[0152] For example, a player character can have up to four virtual pets, forming a team to adventure in the virtual world. However, only one virtual pet can follow the player character at a time. Upon receiving a transformation command from the player character or a command to merge with a virtual pet, the player character enters the virtual mental space of the virtual pet, and the player character's image changes from a human to the virtual pet they are currently fighting. In other words, after the player character merges with a virtual pet, the player character controls the pet by entering the virtual mental space of the virtual pet.
[0153] Here, each virtual pet's virtual mental space is designed for a specific purpose based on the virtual pet's characteristics. Each virtual pet's virtual mental space includes controls for the virtual pet's skills and controls for the virtual pet's movement. For example, if a virtual pet has the ability to jump, jump controls will be displayed, and if a virtual pet has the ability to fly, controls related to flying will be displayed.
[0154] As an example, after merging a player character and a virtual pet, a specific filter effect can be added to the human-machine interaction interface before the merging. This makes the display effects of the human-machine interaction interface displayed after the merging and the human-machine interaction interface displayed before the merging inconsistent, indicating that the player character has entered the virtual mental space of the virtual pet. In other words, it is possible to display the virtual mental space of the virtual pet in response to the merging trigger operation between the player character and the virtual pet.
[0155] Here, a specific filter effect may be any one of the following: blurring the edges of the human-machine interaction interface; increasing saturation, contrast, or adopting a specific color tone; changing the current screen color of the human-machine interaction interface; increasing dynamic effects such as light and shadow, including halation, shadows, and glows; setting the human-machine interaction interface to semi-transparent or completely transparent; or increasing specific sound effects and background music such as soft, fantasy-like melodies or subtle electrical sound effects.
[0156] When a player character merges with multiple virtual pets, the mental space of the merged virtual pet may be a composite of the virtual mental spaces of the individual virtual pets. For example, in the skill combination of the merged virtual pet, the controls for the skills related to the virtual mental space belonging to each virtual pet may be displayed separately.
[0157] As an example, when a player character is combined with three virtual pets, virtual pet 1, virtual pet 2, and virtual pet 3, the combined virtual pet is displayed. In the skill combination of the combined virtual pet, area 1 controls the virtual mental space of virtual pet 1, area 2 controls the virtual mental space of virtual pet 2, and area 3 controls the virtual mental space of virtual pet 3.
[0158] In combined mode, the player character can directly control the virtual pet to engage in immediate combat in the current virtual scene. For example, the player character can control the current virtual pet to perform actions such as immediate movement, jumping, attacking, and skill activation. Attacks resulting from skill activation can cause various effects on other things in the virtual scene (e.g., the player character or non-player characters), such as injury or control. At the same time, the virtual pet's skills also have various attributes, and different attributes have different effects on the environment. For example, ice-attribute skills can create ice on the water's surface, fire-attribute skills can burn vines, and electric-attribute skills can charge devices. By switching commands, the player can switch between pets in any team and the currently controlled virtual pet at any time, and also switch to different virtual pets, giving the player character different control experiences and combat capabilities.
[0159] As an example, as shown in Figure 6A, Figure 6A is an eleventh schematic diagram of a virtual scene according to an embodiment of the present disclosure. As shown in Figure 6A, the interface in Figure 6A displays a player character 601, a virtual pet 602, a pet list 603, a skill component 604, and a fusion control 605, where the virtual pet 602 is the third virtual pet in the pet list 603, and the skill component 604 displays the player character's original skills. In response to a trigger operation by the player on the fusion control 605, the man-machine interaction interface shown in Figure 6B is displayed.
[0160] Referring to Figure 6B, which is the twelfth schematic diagram of a virtual scene according to an embodiment of the present disclosure, the man-machine interaction interface of Figure 6B displays a player character 601, a virtual pet 602, a virtual pet 606 which is a combination of the virtual pet and the virtual pet 602, a pet attribute bar 607, and a dismantling control 608, in which case the skill component 604 displays the skills of the virtual pet 602.
[0161] When a player character merges with a virtual pet to obtain a new virtual pet, the player can switch the current virtual pet to any one of the virtual pets in the pet list, and each different pet will have a different play experience and combat abilities.
[0162] Referring to Figure 6C as an example, Figure 6C is a schematic diagram of the thirteenth virtual scene according to an embodiment of the present disclosure. In response to a player trigger operation on the second virtual pet in the pet list 603, the virtual pet in the human-machine interaction interface switches from virtual pet 606 in Figure 6B to virtual pet 609, and virtual pet 609 has the same image as the second virtual pet in the pet list 603. In this case, the skills of virtual pet 609 are displayed in the skill component 604.
[0163] After a player character transforms or merges with a virtual pet, the player character can directly control the virtual pet to engage in immediate combat. For example, the player character can directly control the current virtual pet to perform actions such as immediate movement, jumping, attacking, and skill activation. Attacks resulting from skill activation can cause various effects on other units in the virtual scene (e.g., player characters or non-player characters), such as injury or control.
[0164] As an example, referring to Figure 6D, which is a fourteenth schematic diagram of a virtual scene according to an embodiment of the present disclosure. The player character can control the current virtual pet 609 to activate a skill against the virtual pet 610 in the current environment, and the man-machine interaction interface displays the damage value to be dealt to the virtual target 610.
[0165] The implementation process of the interactive method for virtual scenes according to the embodiments of this disclosure will be described in detail below. First, the player and the appearing pet are displayed on the game interface, and the pet list is displayed, and the appearing pet is marked on the pet list. In response to the player's trigger operation on the "Combine" control, the terminal captures a click event with an event listener, calls the game server API for the "Combine" component to obtain the fusion effect between the appearing player character and the virtual pet, the skill attributes and current position of the virtual pet, and renders the scene to generate a fusion interface and switches the display state of the current interface to the fusion state.
[0166] Next, the player character and the currently appearing character are merged, and the resulting pet, along with its skills and combat power, is displayed. Here, the pet's position and combat power can be updated using geometric calculations and spatial data transfer. Then, the virtual pet that appears is switched based on the player's selection of a virtual pet in the pet list, or based on the player character's trigger operation on a pre-set shortcut key. Upon detecting the player's switch operation, the corresponding interface is called and a command to switch is sent to the server, rendering the desired virtual pet in the game interface in real time. Finally, when the player character and virtual pet are merged, the skills and combat power of the corresponding virtual pet are displayed in the human-machine interaction interface.
[0167] The interactive virtual scene method according to the embodiments of this disclosure brings rich gameplay and a high degree of freedom to the game, while simultaneously improving player participation and the enjoyment of the game. Specifically, in order to provide players with a richer interaction experience, it is possible to directly turn a player character into a virtual pet in a certain way (not limited to transformation / fusion), and to control the virtual pet and directly use the virtual pet's skills to interact with other player characters or non-player characters in the virtual environment, thereby realizing beneficial technical effects. By selecting different virtual pets and transforming or fusioning, the player character increases the diversity of player characters and the strategic depth of the game, providing a rich combination of combat methods and skills, and players can flexibly switch pets depending on the combat environment and type of enemy, responding with different tactics. Players can switch between pet form and normal form, rationally manage resources such as health and magic points, and recover resources using pet skills as needed.
[0168] The following describes an exemplary configuration in which the interactive processing unit 455 for the virtual scene according to the embodiments of this disclosure is implemented as a software module. In some embodiments, as shown in Figure 2, the software module of the interactive processing unit 455 for the virtual scene stored in memory 450 is A scene display module 4551 is configured to display a virtual scene including the first player character in the human-machine interaction interface, A fusion processing module 4552 is configured to fuse the first player character and at least one first virtual pet into a second virtual pet, controlled by a human-machine interaction interface, in response to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, or when an automatic fusion condition is met between the first player character and at least one first virtual pet of the first player character. The system includes a control processing module 4553 configured to control the second virtual pet to activate the skills of the first virtual pet in response to an interactive trigger operation on the second virtual pet, wherein the interactive target of the skill includes at least one non-player character in the virtual environment, and a second player character different from the first player character in the virtual scene.
[0169] In some embodiments, the merging processing module 4552 is further configured to display a first pet list containing at least one first virtual pet belonging to the first player character and the skill information of the first virtual pet. In response to a selection operation on the first pet list, the selected at least one first virtual pet is highlighted and displayed, and in response to a merging trigger operation between the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are merged into a second virtual pet.
[0170] In some embodiments, if there are multiple first virtual pets in the first pet list, the multiple first virtual pets are ordered by at least one feature parameter, such as past summoning frequency, past fusion frequency, degree of matching with at least one of the environment in which the first player character is currently located and the interactive target, and the attribute value of the first virtual pet's skills.
[0171] In some embodiments, the degree of matching is predicted by calling a first machine learning model based on the characteristics of the first player character, the characteristics of the environment in which the first player character is currently located, and the characteristics of the interactive target. The first machine learning model is trained in the following manner: based on the characteristics of a sample player character, the characteristics of the environment in which the sample player character is currently located, and the characteristics of the interactive target of the sample player character, the first machine learning model is called to calculate the predicted degree of matching, and backpropagation is performed on the difference between the predicted degree of matching and the actual interactive result label to update the parameters of the first machine learning model.
[0172] In some embodiments, the merging processing module 4552 further merges only the first player character and the first virtual pet currently included in the virtual scene into a second virtual pet if the virtual scene contains only one first virtual pet of the first player character; if the virtual scene currently contains multiple first virtual pets of the first player character, it merges the first player character and at least one selected first virtual pet into a second virtual pet in response to a selection operation for multiple first virtual pets; and if the number of first virtual pets of the first player character is multiple, it merges the first player character and at least one first virtual pet selected from the multiple first virtual pets into a second virtual pet in response to an automatic merging trigger operation, provided that the selected first virtual pet is based on a descending order of selection parameters, the selection parameters are determined based on at least one characteristic parameter among past call frequency, past merging frequency, the degree of matching with the environment and interactive target in which the first player character is currently located, and the attribute value of the first virtual pet's skills.
[0173] In some embodiments, the automatic merging conditions include one of the following: the degree of matching between at least one first virtual pet and the environment and interactive target in which the first player character is currently located is greater than the degree of matching between the first player character and the environment and interactive target in which the first player character is currently located; or at least one first virtual pet is the first pre-placed target of the interactive target. However, the first pre-placed target is a virtual pet that automatically merges with the first player character when the distance between the first player character and the interactive target is less than a distance threshold; at least one first virtual pet is the second pre-placed target of the environment in which the first player character is currently located; and the second pre-placed target is a virtual pet that automatically merges with the first player character when the first player character is in the environment in which the first player character is currently located. The first player character cannot achieve a pre-set interactive result with the interactive target through their own skills, but can achieve a pre-set interactive result with the interactive target through the skills of at least one first virtual pet.
[0174] In some embodiments, the merging processing module 4552 is further configured to switch the second virtual pet to a third virtual pet when a merging update condition is met. The third virtual pet is obtained by merging the first player character with at least one fourth virtual pet belonging to the first player character. The merging update condition includes receiving a merging update operation instructing the first player character to merge with at least one fourth virtual pet, or the degree of matching between at least one fourth virtual pet and the environment and interactive target being greater than the degree of matching between at least one first virtual pet and the environment and interactive target.
[0175] In some embodiments, the control processing module 4553 is also configured to control the third virtual pet to activate the skills of the fourth virtual pet in response to an interactive trigger operation on the third virtual pet. The interactive targets of the fourth virtual pet's skills include at least one of the virtual environment, a non-player character within the virtual environment, and the second player character.
[0176] In some embodiments, the control processing module 4553 is further configured to dismantle the second virtual object into the first player character and at least one first virtual object when dismantling conditions are met. The dismantling conditions include receiving a dismantling trigger operation on the second virtual pet, the fusion time between the first player character and at least one first virtual pet reaching a preset time, or the second virtual pet completing a predetermined task.
[0177] In some embodiments, the control processing module 4553 is further configured to transform the first player character into a fifth virtual pet in response to a transformation trigger operation on the first player character, or when the first player character satisfies an automatic transformation condition. The fifth virtual pet has the same or similar appearance as the first virtual pet. In response to an interactive trigger operation on the fifth virtual pet, the module controls the fifth virtual pet to activate the first virtual pet's skills. The interactive targets of the skills include at least one non-player character in the virtual environment and a second player character different from the first player character in the virtual scene.
[0178] In some embodiments, the fusion processing module 4552 is further configured to perform the following processing if, before responding to a fusion trigger operation for the first player character and at least one of the first player character's first virtual pets, the virtual scene further includes at least one of the first player character's first virtual pets and the first player character has multiple first virtual pets. The processing includes displaying a second pet list containing multiple first virtual pets belonging to the first player character, switching the first virtual pet following the first player character in the virtual scene to the selected first virtual pet in response to a selection operation on the second pet list, and switching one of the first virtual pets currently following the first player character to another first virtual pet of the first virtual player in response to a switch operation, provided that the other first virtual pet is the one with the highest selection parameter among the multiple first virtual pets. The selection parameter is determined by at least one feature parameter among past call frequency, past fusion frequency, the degree of matching with the current location and interactive target of the first player character, and the attribute value of the first virtual pet's skills.
[0179] In some embodiments, the control processing module 4553 is further configured to activate a skill combination that includes at least one skill belonging to each of the first virtual pets when the first player character merges with multiple first virtual pets to obtain a second virtual pet. The skill combination is determined as follows: it is obtained by combining typical skills of each first virtual pet; a second machine learning model is invoked based on the characteristics of multiple candidate skill combinations of multiple first virtual pets to calculate the probability of using each candidate skill combination; and the candidate skill combination with the highest probability of use is selected. However, the second machine learning model is trained in the following manner: based on the characteristics of samples of multiple skill combinations, the second machine learning model is invoked to make predictions, the predicted probability of each skill combination sample is obtained, and backpropagation is performed based on the difference between the predicted probability of each skill combination and the actual selected result label to update the parameters of the first machine learning model.
[0180] In some embodiments, the control processing module 4553 is also configured to perform one of the following processes when the first player character merges with a first virtual pet to obtain a second virtual pet: display the skill list of the first virtual pet and control the second virtual pet to activate the selected skill in response to a selection operation on the skill list; or control the second virtual pet to activate the selected skill in response to a trigger operation on a specific skill of the first virtual pet.
[0181] Embodiments of the present disclosure provide a computer program product comprising a computer program or computer-executable instructions stored on a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, thereby causing the electronic device to execute the above-described interactive processing method of the virtual scene according to embodiments of the present disclosure.
[0182] Embodiments of the present disclosure provide a computer-readable storage medium storing computer-executable instructions, and when a computer-executable instruction or computer program is executed by a processor, the processor executes an interactive processing method for a virtual scene according to embodiments of the present disclosure, for example, the interactive processing method for a virtual scene shown in Figure 3A.
[0183] In some embodiments, the computer-readable storage medium may be RAM, ROM, flash memory, surface memory, optical disc, or CD-ROM, or it may be various devices containing one or any combination of the above-mentioned memories.
[0184] In some embodiments, computer-executable instructions can be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages) in the form of programs, software, software modules, scripts, or code, and can be introduced in any form, including as standalone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0185] Exemplary, computer-executable instructions may be stored not only in files within the file system, but also in parts of files that store other programs or data. For example, they may be stored in one or more scripts within a document called Hypertext Markup Language (HTML), in a single file dedicated to such a program, or in multiple collaborative files (e.g., files that store one or more modules, subprograms, or parts of code).
[0186] For example, a computer-executable instruction may be deployed to run on one electronic device, or on multiple electronic devices located in one place, or on multiple electronic devices distributed in multiple locations and interconnected via a communication network.
[0187] As described above, the embodiments of this disclosure merge the first player character and at least the first virtual pet into a second virtual pet through a fusion trigger operation on the first player character and at least the first virtual pet, or when the conditions for automatic fusion are met, thereby enabling a dynamic transformation from the player character to the fused form through the fusion mechanism, increasing the diversity and dynamism of the changes. Interactive trigger operations on the second virtual pet control the second virtual pet to activate the skills of the first virtual pet, allowing interaction with other player characters or non-player characters in the virtual environment, enabling the player to adjust their skill usage strategy against different enemies or environments, and improving the flexibility and diversity of the interaction by merging with different virtual pets and activating different skill combinations.
[0188] The foregoing are merely preferred embodiments of the Disclosure and are not intended to limit the Disclosure. Any amendments, equivalent substitutions, and improvements made within the spirit and principles of the Disclosure are also included within the scope of the Disclosure.
Claims
1. Displaying a virtual scene including the first player character in the human-machine interaction interface, In response to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, or in response to the fulfillment of an automatic fusion condition between the first player character and at least one first virtual pet of the first player character, the first player character and at least one first virtual pet controlled by the human-machine interaction interface are fused into a second virtual pet. Controlling the second virtual pet to activate the skills of the first virtual pet in response to an interactive trigger operation on the second virtual pet, Includes, The interactive target of the skill includes at least one of the following: a non-player character in the virtual environment, and a second player character in the virtual scene that is different from the first player character. An interactive processing method characterized by the following:
2. In response to a fusion trigger operation on the first player character and at least one first virtual pet of the first player character, fusion of the first player character and the at least one first virtual pet into a second virtual pet is performed. Display a first pet list that includes at least one first virtual pet belonging to the first player character and the skill information of the first virtual pet. In response to a selection operation on the first pet list, the selected at least one first virtual pet is highlighted and displayed. In response to a fusion trigger operation between the first player character and the selected at least one first virtual pet, the first player character and the selected at least one first virtual pet are fused into a second virtual pet. including The method according to feature 1.
3. If there are multiple first virtual pets in the first pet list, the multiple first virtual pets are ordered by at least one characteristic parameter among the past summoning frequency, past fusion frequency, the environment in which the first player character is currently located, the degree of matching with at least one of the interactive targets, and the attribute value of the first virtual pet's skill. The method according to feature 2.
4. The degree of matching is predicted by calling a first machine learning model based on the characteristics of the first player character, the characteristics of the environment in which the first player character is currently located, and the characteristics of the interactive target. The aforementioned first machine learning model is trained using the following method: Based on the characteristics of the sample player character, the characteristics of the environment in which the sample player character is currently located, and the characteristics of the interactive target of the sample player character, the first machine learning model is invoked to calculate the degree of predictive matching, and backpropagation is performed on the difference between the degree of predictive matching and the actual interactive result label so as to update the parameters of the first machine learning model. The method according to feature 3.
5. Combining the first player character and the at least one first virtual pet into a second virtual pet is, If the virtual scene currently contains only one first virtual pet of the first player character, the first player character and only the first virtual pet currently contained in the virtual scene are combined into a second virtual pet. If the virtual scene currently contains multiple first virtual pets of the first player character, then, in response to a selection operation on the multiple first virtual pets, the first player character and at least one selected first virtual pet are merged into a second virtual pet. If the number of first virtual pets of the first player character is multiple, in response to the automatic fusion trigger operation, the first player character and at least one first virtual pet selected from the multiple first virtual pets are fused into a second virtual pet. Includes, The selected first virtual pet is based on the descending order of the selection parameters, The selection parameter is determined based on at least one of the following: past call frequency, past fusion frequency, the environment in which the first player character is currently located, the degree of matching with the interactive target, and the attribute value of the first virtual pet's skills. The method according to feature 1.
6. The aforementioned automatic fusion conditions are: The degree of matching between the at least one first virtual pet and the environment and interactive target in which the first player character is currently located is greater than the degree of matching between the first player character and the environment and interactive target in which the first player character is currently located. The at least one first virtual pet is a first pre-placement target of the interactive target, and the first pre-placement target is a virtual pet that spontaneously merges with the first player character when the distance between the first player character and the interactive target is less than a distance threshold. The at least one first virtual pet is a second pre-placed object in the environment where the first player character is currently located, and the second pre-placed object is a virtual pet that spontaneously merges with the first player character when the first player character is in the environment where the first player character is currently located. The first player character is unable to achieve a predetermined interactive result with the interactive target based on their own skills, and is unable to achieve a predetermined interactive result with the interactive target based on the skills of at least one first virtual pet. Includes any one of the following: The method according to feature 1.
7. After combining the first player character and the at least one first virtual pet into a second virtual pet, the method proceeds as follows: The process further includes switching the second virtual pet to a third virtual pet when the fusion update conditions are met. The third virtual pet is obtained by combining the first player character and at least one fourth virtual pet of the first player character. The aforementioned merger update conditions are: Receiving a merge update operation that instructs to merge the first player character and the at least one fourth virtual pet, The degree of matching between the at least one fourth virtual pet and the environment and the interactive target is greater than the degree of matching between the at least one first virtual pet and the environment and the interactive target. Includes any one of the following: The method according to feature 1.
8. The aforementioned method, The method further includes controlling the third virtual pet to activate the skills of the fourth virtual pet in response to an interactive trigger operation on the third virtual pet, The interactive target of the fourth virtual pet's skill includes at least one of the virtual environment, a non-player character within the virtual environment, and the second player character. The method according to feature 7.
9. After controlling the second virtual pet to activate the skills of the first virtual pet, the method The process further includes dismantling the second virtual object into the first player character and the at least one first virtual object, depending on whether the dismantling conditions are met. The aforementioned demolition conditions are: Receiving a dismantling trigger operation for the second virtual pet, The time during which the first player character and the at least one first virtual pet are combined reaches a predetermined time. The second virtual pet completes a predetermined task. Includes any one of the following: The method according to feature 1.
10. A scene display module configured to display a virtual scene including the first player character in a human-machine interaction interface, A fusion processing module is configured to fuse the first player character and the at least one first virtual pet into a second virtual pet in response to a fusion trigger operation on the first player character and the at least one first virtual pet of the first player character, or in response to the fulfillment of an automatic fusion condition between the first player character and the at least one first virtual pet of the first player character, which is controlled by the human-machine interaction interface. A control processing operation configured to control the second virtual pet to activate the skills of the first virtual pet in response to an interactive trigger operation on the second virtual pet, Equipped with, The interactive target of the skill includes at least one non-player character in the virtual environment and a second player character different from the first player character in the virtual scene. An interactive processing device for virtual scenes, characterized by the following features.