Methods for interacting with virtual objects, devices for interacting with virtual objects, computer equipment and programs

The method enhances virtual battle coordination by allowing tactical mode selection and real-time support adjustments, improving interaction efficiency and reducing operational complexity.

JP2026510281APending Publication Date: 2026-04-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-13
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Related technologies lack flexibility in virtual battles, leading to low coordination between players and multiple virtual objects, requiring constant strategic adjustments and increased computer operation overhead.

Method used

A method and device that allow players to select a tactical mode, positioning related virtual objects accordingly and enabling them to support the primary virtual object through real-time adjustments during battles, enhancing coordination and reducing operational complexity.

Benefits of technology

Improves human-computer interaction efficiency by aligning virtual object behaviors with player strategy, reducing the need for complex adjustments and minimizing computer resource overhead.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, apparatus, device, storage medium, and program product relating to the computer technology field for interacting with virtual objects. The method includes the steps of: displaying a first virtual object, a plurality of related virtual objects, and a battle virtual object in a virtual scene (310); displaying a first tactical deployment result corresponding to a first tactical mode in response to receiving a selection operation for a first tactical mode (320); and displaying a battle support animation in response to receiving an object support operation during the process of conducting a virtual battle based on the first tactical mode (330).
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Description

Technical Field

[0001] This application claims priority to the Chinese patent application with application number 202310862620.5, titled "Method, Apparatus, Device, Medium, and Program Product for Interaction of Virtual Objects", filed on July 12, 2023, and all of its content is incorporated herein by reference.

[0002] This application relates to the technical field of computers, and particularly to methods, apparatuses, devices, media, and program products for the interaction of virtual objects.

Background Art

[0003] With the rapid development of computer technology and the diversification of terminals, electronic games are becoming more and more widely applied. In an electronic game, usually, a player can control virtual objects and conduct virtual battles in a virtual scene displayed on a terminal.

[0004] In related technologies, a player can control one virtual object and jointly conduct virtual battles with multiple related virtual objects (such as non-player characters) that the player does not operate against virtual objects of the enemy. Various combat actions are respectively set in advance for the multiple related virtual objects that the player does not operate, and during the virtual battle, various combat actions can be executed for the multiple related virtual objects.

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in related technologies, multiple related virtual objects only engage in virtual battles based on fixed battle behaviors, lacking flexibility and unable to respond effectively to real-time battle situations. As a result, the degree of coordination between the player and multiple related virtual objects in battles is low. The player must constantly adjust their control strategy to adapt to the uniform behavioral modes of multiple related virtual objects, which reduces the efficiency of human-computer interaction and increases the overhead on computer operation resources.

[0006] This embodiment provides a virtual object interaction method, apparatus, device, medium, and program product that can improve the degree of interaction between a player and multiple related virtual objects, thereby improving human-computer interaction efficiency and reducing overhead on computer operation resources. The technical solution is as follows: [Means for solving the problem]

[0007] One embodiment provides a method for interacting with virtual objects. The method is performed by a first device and includes the steps of: displaying a first virtual object, a plurality of related virtual objects, and a battle virtual object in a virtual scene; displaying a first tactical deployment result corresponding to the first tactical mode in response to receiving a selection operation for a first tactical mode; and displaying a battle support animation in response to receiving an object support operation during the process of conducting a virtual battle based on the first tactical mode, wherein the first virtual object is a virtual object master-controlled by a first account logged into the first device; the plurality of related virtual objects are used in conjunction with the first virtual object to conduct a virtual battle with the battle virtual object; the first tactical deployment result is used to instruct the plurality of related virtual objects to take positions according to the deployment rules of the first tactical mode and to perform a reference battle action corresponding to the first tactical mode; and the battle support animation includes an animation in which a target related object among the plurality of related virtual objects stops executing the reference battle action and moves from a first position to a second position, and at the second position supports the first virtual object to conduct a virtual battle with the battle virtual object.

[0008] In another embodiment, an interaction device for virtual objects is provided. The device includes a display module for displaying a first virtual object in a virtual scene, a plurality of related virtual objects, and a battle virtual object, and a receiving module for receiving a selection operation for a first tactical mode, wherein the first virtual object is a virtual object master-controlled by a first account logged into a first device, the plurality of related virtual objects are used in conjunction with the first virtual object to perform a virtual battle with the battle virtual object, and the display module is further used to display a first tactical deployment result corresponding to the first tactical mode in response to the selection operation, and the first tactical deployment result is according to the deployment rules of the first tactical mode. The receiving module is used to instruct the plurality of associated virtual objects to take a position and perform a reference battle action corresponding to the first tactical mode, the receiving module is further used to receive object support operations in the process of conducting a virtual battle based on the first tactical mode, and the display module is further used to display a battle support animation in response to the object support operation, the battle support animation including an animation in which a target associated object among the plurality of associated virtual objects stops executing the reference battle action and moves from a first position to a second position, and at the second position supports the first virtual object to conduct a virtual battle with the battle virtual object.

[0009] Another embodiment provides a computer device. The computer device includes a processor and memory, the memory storing at least one instruction, at least one program, a code set or a set of instructions, and the interaction method of any one of the virtual objects in the above embodiment of the present invention is realized when the at least one instruction, the at least one program, the code set or the set of instructions is loaded and executed by the processor.

[0010] In another embodiment, a computer-readable storage medium is provided. The storage medium stores at least one instruction, at least one program, a code set or a set of instructions, and the interaction method of any one of the virtual objects in the above embodiment of the present invention is realized when the at least one instruction, the at least one program, the code set or the set of instructions is loaded and executed by a processor.

[0011] In another embodiment, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions, which are stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, thereby causing the computer device to perform the virtual object interaction method described in any one of the above embodiments. [Effects of the Invention]

[0012] The beneficial effects of the technical solution provided in the embodiments of this application include at least the following:

[0013] When the first virtual object and multiple related virtual objects are jointly battling a battle virtual object, and the system receives a command to select the first tactical mode, the multiple related virtual objects will take positions according to the deployment rules corresponding to the first tactical mode and perform the standard battle actions corresponding to the first tactical mode. Since the related virtual objects take positions and act based on the tactical mode selected by the player, it becomes possible to match the behavior patterns of the related objects to the player's current tactical requirements, improving the degree of coordination between the player and the multiple virtual objects. Furthermore, if a battle support command is received during a battle, the target related object among the multiple related virtual objects will stop executing the standard battle action, adjust its position, and then support the first virtual object in the battle from its latest adjusted position. In other words, the target related object can adjust in real time based on the player's battle support command, thereby providing the player with better support in line with the player's current operational strategy and further improving the degree of coordination between the player and the multiple virtual objects. Furthermore, the system allows for the adjustment of related virtual characters to match the player's actions with simple battle support operations, avoiding the need for the player to perform complex operational adjustments on the primary virtual object in order to utilize the related virtual object. This improves the efficiency of human-computer interaction and reduces the overhead on computer operation resources. [Brief explanation of the drawing]

[0014] [Figure 1] Figure 1 is a schematic diagram of a computer system provided in an exemplary embodiment of the present application. [Figure 2] Figure 2 is a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. [Figure 3] Figure 3 is a flowchart of a virtual object interaction method provided in an exemplary embodiment of the present invention. [Figure 4] Figure 4 is a flowchart of a method for interacting with virtual objects provided in another exemplary embodiment of the present invention. [Figure 5] FIG. 5 is a schematic diagram of the tactical mode selection provided in an exemplary embodiment of the present application. [Figure 6] FIG. 6 is a schematic diagram of the isolation tactical mode provided in an exemplary embodiment of the present application. [Figure 7] FIG. 7 is a schematic diagram of the method for displaying the battle support animation provided in an exemplary embodiment of the present application. [Figure 8] FIG. 8 is a schematic diagram of the hypo post pick and roll tactic provided in an exemplary embodiment of the present application. [Figure 9] FIG. 9 is a schematic diagram of the inside double team tactic provided in an exemplary embodiment of the present application. [Figure 10] FIG. 10 is a schematic diagram of the seamless switch defense tactic provided in an exemplary embodiment of the present application. [Figure 11] FIG. 11 is a schematic diagram of the 2-3 zone defense tactic provided in an exemplary embodiment of the present application. [Figure 12] FIG. 12 is a schematic diagram of the 2-3 zone defense tactic provided in another exemplary embodiment of the present application. [Figure 13] FIG. 13 is a flowchart of the method for the interaction of virtual objects provided in yet another exemplary embodiment of the present application. [Figure 14] FIG. 1 is a block diagram of the system configuration provided in an exemplary embodiment of the present application. [Figure 15] FIG. 15 is a structural block diagram of the virtual object interaction device provided in an exemplary embodiment of the present application. [Figure 16] FIG. 16 is a structural block diagram of the virtual object interaction device provided in another exemplary embodiment of the present application. [Figure 17] FIG. 17 is a structural block diagram of the terminal provided in an exemplary embodiment of the present application.

MODE FOR CARRYING OUT THE INVENTION

[0015] First, the terms related to the embodiments of the present application will be briefly described.

[0016] Virtual environment: Refers to the virtual environment displayed (or provided) when an application operates on a terminal. The virtual environment may be an environment that simulates the real world, a three-dimensional environment with half simulation and half fiction, or a completely fictional three-dimensional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. In the following embodiments, the virtual environment is exemplified as a two-dimensional virtual environment for explanation, but it is not limited thereto.

[0017] Virtual object: Refers to an object that can be active in a virtual environment. The active object may be a virtual piece, a virtual character, a virtual animal, an animated character, etc., and for example, it can be a person, an animal, a plant, a tin can, a fence or wall, a rock, etc. displayed in the virtual environment. Optionally, the virtual object is a three-dimensional solid model constructed based on skeletal animation technology. Each virtual object has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.

[0018] FIG. 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system is realized as a system configuration of a method for interaction of virtual objects. The computer system includes a terminal 110, a server 120, and a communication network 130. The terminal 110 and the server 120 are connected via the communication network 130. The communication network 130 may be a wired network or a wireless network.

[0019] Terminal 110 has a target application 111 installed and running. The target application 111 is an application that supports a 2D or 3D virtual environment. The target application 111 may be any one of the following: a virtual reality application, a 3D map program, a chess game, a strategy game, a puzzle game, a Massive Multiplayer Online Role-Playing Game (MMORPG), a third-person shooting game (TPS), a first-person shooting game (FPS), a multiplayer online battle arena game (MOBA), a large-scale gunfight survival game, a sports game, a party game, a construction game, etc. This application does not limit the format of the target application 111, and includes, but is not limited to, an app (application) or applet installed on terminal 110, and may also be in website format. In one feasible form, the target application 111 may be a standalone application, such as a standalone strategy game program, or an online-connected application.

[0020] Optionally, the first device that performs the virtual object display method provided in this embodiment is implemented as a terminal 110.

[0021] Optionally, if the target application 111 is implemented as a standalone application, terminal 110 displays a virtual scene screen. The virtual scene screen includes a first virtual object controlled by terminal 100. The virtual scene further includes multiple related virtual objects and a battle virtual object. When terminal 110 receives a selection operation for a first tactical mode, it obtains first rendering data corresponding to the first tactical mode, which is stored in advance, based on the selection operation, and renders the virtual scene screen based on the first rendering data. This displays the first tactical deployment result corresponding to the first tactical mode. The first tactical deployment result includes multiple related virtual objects taking positions according to the deployment rules of the first tactical mode and executing a standard battle action corresponding to the first tactical mode. In the process of executing a virtual battle based on the first tactical mode, when terminal 110 receives an object support operation, it obtains second rendering data corresponding to the object support animation, which is stored in advance, based on the object support operation, and renders the virtual scene screen based on the second rendering data. As a result, the target-related object among the multiple related virtual objects stops executing the baseline battle action of the first tactical mode, moves from the first position to the second position, and displays an animation of assisting the first virtual object in a virtual battle with the opposing virtual object at the second position (note that the above situation is not illustrated in Figure 1).

[0022] Optionally, if the target application 111 is implemented as an online-linked application, as shown in Figure 1, this target application 111 is implemented as a sports game, and the terminal 110 displays a virtual scene screen. The virtual scene screen includes a first virtual object, which is master-controlled by the first account logged into the terminal 110, multiple related virtual objects, and a battle virtual object. The multiple related virtual objects are used in conjunction with the first virtual object to have a virtual battle with the battle virtual object. When the terminal 110 receives a selection operation for the first tactical mode, it sends a tactical deployment request to the server 120. The tactical deployment request is used to request the server 120 to deploy the positions and battle actions of the multiple related virtual objects.

[0023] When server 120 receives a tactical deployment request, it reads the first rendering data corresponding to the first tactical mode from a pre-stored tactical mode file based on the tactical deployment request, and feeds back the first rendering data to terminal 110 as the tactical deployment result. When terminal 110 receives the tactical deployment result, it renders the virtual scene screen based on the first rendering data in the tactical deployment result, and displays an animation in which multiple related virtual objects in the first tactical mode take positions according to the corresponding formation rules, and each performs the standard battle action corresponding to the first tactical mode to virtually battle against the opposing virtual object.

[0024] During the process of conducting a virtual battle based on the first tactical mode, when terminal 110 receives an object support operation, it generates an object support request and sends it to server 120. The object support request is used to request that a target related object be determined from among multiple related virtual objects to support the first virtual object in the virtual battle.

[0025] When server 120 receives an object support request, it first determines a target related object to support the first virtual object from among multiple related virtual objects based on the first tactical mode, generates second rendering data corresponding to the object support animation corresponding to the target related object, and feeds back the second rendering data to terminal 110 as the object support result.

[0026] When terminal 110 receives the object support result feedback from server 120, it renders on the virtual scene screen based on the second rendering data in the object support result, and displays an animation in which the target-related object stops executing the standard battle action and moves from the first position to the second position, and at the second position assists the first virtual object and performs a virtual battle with the battle virtual object.

[0027] The above-mentioned terminal 110 may be any type of terminal device, such as a desktop computer, laptop computer, mobile phone, tablet computer, e-reader, MP3 (Moving Picture Experts Group Audio Layer III) player, MP4 (Moving Picture Experts Group Audio Layer IV) player, smart TV, or smart in-car terminal. The embodiments of this application are not limited to these.

[0028] Server 120 includes at least one of the following: a single server, multiple servers, a cloud computing platform, or a virtualization center. Optionally, Server 120 may handle primary computing tasks and Terminal 110 may handle secondary computing tasks; or Server 120 may handle secondary computing tasks and Terminal 110 may handle primary computing tasks; or Server 120 and Terminal 110 may collaborate on computing using a distributed computing architecture.

[0029] The above-mentioned servers may be independent physical servers, or they may be server groups or distributed systems consisting of multiple physical servers. Furthermore, they may be cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain services, security services, CDNs (Content Delivery Networks), and big data and AI platforms.

[0030] Cloud technology refers to a type of hosting technology that integrates a set of resources, such as hardware, software, and networks, within a wide area network or local area network to enable data computation, storage, processing, and sharing.

[0031] In some embodiments, the server may be implemented as a node in a blockchain system.

[0032] Furthermore, all information (including but not limited to user device information and user personal information), data (including but not limited to data for analysis, stored data, and displayed data) and signals related to this application have undergone user authentication or sufficient authentication from all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant regions.

[0033] Figure 2 shows a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. The electronic device 200 includes an operating system 220 and an application 222.

[0034] The operating system 220 is basic software that provides application 222 with secure access to computer hardware.

[0035] Application 222 is an application that supports a virtual environment. Optionally, Application 222 is an application that supports a 3D virtual environment. Application 222 may be any one of the following: a virtual reality application, a 3D map program, a Massive Multiplayer Online Role-Playing Game (MMORPG), a Third-Person Shooting game (TPS), a First-Person Shooting game (FPS), a Multiplayer Online Battle Arena Game (MOBA), a large-scale gunfight survival game, a social game, a puzzle game, a strategy game, a sports game, a party recreation game, a construction game, etc. This application does not limit the format of Application 222, and includes, but is not limited to, an App (Application), an Applet, etc., and may also be in website format. The application 222 may be a standalone application, such as a standalone game program, or it may be an online-connected application.

[0036] In conjunction with the brief introduction above, the method for interacting with virtual objects provided in this application will now be described. This method may be executed by a server or a terminal, or jointly by a server and a terminal. In this embodiment, the method will be described using the case where it is executed by a terminal as an example. As shown in Figure 3, the method includes the following steps.

[0037] Step 310: Display the first virtual object, multiple related virtual objects, and the opposing virtual object in the virtual scene.

[0038] The first virtual object is a virtual object that is master-controlled by the first account logged into the first device, and multiple related virtual objects are used to cooperate with the first virtual object to engage in virtual battles with opposing virtual objects according to a specified tactical mode.

[0039] For example, the first device described above is implemented as a terminal, and the target application runs within the terminal. The target application is implemented as one of the application types described in relation to Figure 1 or Figure 2 above. The first account is logged into the terminal while the target application is running.

[0040] In some embodiments, the terminal displays a virtual scene screen corresponding to the virtual scene while the target application is running. The virtual scene screen contains not only a first virtual object that is master-controlled by the first account, but also multiple related virtual objects and opposing virtual objects.

[0041] For example, the first account can control the first virtual object and cause it to perform at least one of the following operations in the virtual scene: movement, execution of a specified action, interaction with other virtual objects (including at least one of the related virtual object and the opposing virtual object), or completion of a specified task. In other words, the actions of the first virtual object in the virtual scene are completely controlled by the first account.

[0042] Schematically, an associated virtual object is a virtual object that has an associated relationship with a first virtual object, such as a teammate relationship or a dependency relationship. When the associated relationship is realized as a teammate relationship, the associated virtual object may be called the teammate virtual object of the first virtual object. When the associated relationship is realized as a dependency relationship, the associated virtual object may be called the dependent virtual object of the first virtual object.

[0043] Optionally, at least one of the associated virtual objects may be controlled by the first account. Alternatively, the associated virtual objects may be Non-Player Characters (NPCs). Or, at least one of the associated virtual objects may be controlled by another account. This is not limited to these options.

[0044] When multiple related virtual objects are NPCs, the behavior of these related virtual objects in the virtual scene is controlled by artificial intelligence (AI).

[0045] Optionally, the method for generating the behavior of the associated virtual object includes at least one of the following methods:

[0046] 1. Prepare multiple motion animations corresponding to related virtual objects in advance, and tag each motion animation with the execution state of the related virtual object to generate an action file. If the state of the related virtual object in the virtual scene matches a specific execution state in the action file, read and play the motion animation corresponding to that specific execution state.

[0047] 2. Generate an action behavior tree corresponding to the associated virtual object. The action behavior tree contains multiple action branches of the associated virtual object, each action branch tagged with an execution condition. If the state of the associated virtual object in the virtual scene matches an execution condition in the action behavior tree, read the action branch corresponding to the execution condition and execute the action corresponding to that action branch.

[0048] 3. Prepare a set of actions in advance for each associated virtual object. The action set contains multiple actions arranged in sequence, and the associated virtual object will execute the actions in the action set sequentially while it is active in the virtual scene.

[0049] 4. The trained motion model is given the real-time state of the associated virtual objects in the virtual scene as input, and it outputs an action that matches the real-time state, causing the associated virtual objects to execute that action.

[0050] The above-mentioned method for generating the behavior of related virtual objects is merely a schematic example and is not limited to this method in the present invention.

[0051] Schematically, a virtual scene includes at least one battle virtual object for a virtual battle between the first virtual object and its associated virtual objects. In one example, if a virtual scene contains multiple battle virtual objects, the number of battle virtual objects is the same as the number of the first virtual object and its associated virtual objects. For example, if the number of battle virtual objects is 5, the total number of the first virtual object and its associated virtual objects is 5.

[0052] Optionally, if the target application is implemented as a sports competition application, the virtual match will include at least one of the following: soccer match, basketball match, volleyball match, etc., but this is not limited to the embodiments of this invention. Below, we will mainly explain the case in which the target application is implemented as a basketball competition application and the virtual match is implemented as a basketball match as an example.

[0053] In some embodiments, multiple related virtual objects cooperate with a first virtual object to engage in a virtual battle against an opposing virtual object, according to a specified tactical mode.

[0054] Tactical mode refers to a scenario where multiple related virtual objects take positions according to formation rules, and then engage in a virtual match in their respective positions. For example, if the target application is implemented as a basketball game application, the virtual scene is a virtual court, and the opposing virtual objects play a basketball game against the related virtual objects and the first virtual object. The multiple related virtual objects are the teammate virtual objects of the first virtual object, and both the first virtual object and the teammate virtual objects are called virtual players. If the tactical mode is implemented as a 2-3 zone defense mode, the virtual court includes a high post area and a low post area. Two virtual players located in the high post area stand at the two endpoints of the free-throw line on the virtual court, two virtual players located outside the low post area defend within the three-point line, and one virtual player located in the center of the low post area is positioned within the three-point line area and guards the goal. For the first virtual object, the first account can freely select any position in the 2-3 zone defense mode, and the associated virtual objects will cooperate with the first virtual object to take positions according to the 2-3 zone defense mode.

[0055] As an optional choice, throughout the entire process of the virtual battle, the related virtual object and the first virtual object may use only one tactical mode to battle the opposing virtual object. Alternatively, the first account may switch between multiple different tactical modes, causing the related virtual object and the first virtual object to battle the opposing virtual object while switching between multiple different tactical modes.

[0056] Where feasible, the first virtual object is realized as an unspecified virtual object. That is, the first account may select and control at least one of several related virtual objects as the first virtual object.

[0057] Step 320: In response to receiving a selection operation for the first tactical mode, the first tactical deployment result corresponding to the first tactical mode is displayed.

[0058] The result of the first tactical deployment is used to instruct multiple related virtual objects to take positions according to the deployment rules of the first tactical mode and to perform the standard combat actions corresponding to the first tactical mode.

[0059] Schematically, when a selection operation for the first tactical mode is received, the first tactical mode is set as the tactical mode used by the first virtual object and related virtual objects during the process of virtual combat with the opposing virtual object.

[0060] Optionally, the selection operation for the first tactical mode includes at least one of the following methods:

[0061] 1. A tactical mode list containing multiple candidate tactical modes is displayed on the virtual scene screen, and when a trigger operation is received for the first tactical mode among the multiple candidate tactical modes, it is considered a selection operation for the first tactical mode.

[0062] 2. During the process in which the first virtual object and related virtual objects are engaged in a virtual battle with the opposing virtual object, the server automatically determines a tactical mode that suits the current battle situation and automatically displays the appropriate tactical mode in the virtual scene. When a decision operation for that tactical mode is received, that tactical mode is determined as the first tactical mode, and the decision operation becomes a selection operation for the first tactical mode.

[0063] 3. During a virtual battle between the first virtual object and related virtual objects and the opposing virtual object, the server automatically determines several candidate tactical modes suitable for the current battle situation and displays a tactical mode list on the virtual scene screen. The tactical mode list includes several candidate tactical modes automatically determined by the server. Receiving a trigger operation for the first tactical mode among the multiple candidate tactical modes is considered a selection operation for the first tactical mode.

[0064] The above-described method for selecting the first tactical mode is merely a schematic example and is not limited to this embodiment.

[0065] Schematically, different tactical modes correspond to different deployment rules. That is, for each different tactical mode, the positional status of the related virtual objects and the first virtual object also differs. Here, "position" refers to the location where a virtual object (including the first virtual object and its associated virtual objects) exists within the virtual scene.

[0066] During a virtual match, the first virtual object / related virtual objects move within the virtual scene, so their position may be defined as the area within which the first virtual object / related virtual objects move within the virtual scene. The range within which the first virtual object / related virtual objects move also differs for each different tactical mode. For example, in a basketball application, if tactical mode a is implemented, the related virtual objects move within the three-point line area, and if tactical mode b is implemented, the related virtual objects move within the free-throw line area.

[0067] Schematically, different tactical modes correspond to different opposing actions. For example, in defensive tactical mode, the opposing action corresponding to the first virtual object / related virtual object includes at least one of the action types such as defense, steal, and block. In offensive tactical mode, the opposing action corresponding to the first virtual object / related virtual object includes at least one of the action types such as pass, post-up, crossover, and shoot. Therefore, the opposing action corresponding to a tactical mode is called the base opposing action. The opposing actions corresponding to a tactical mode are pre-defined actions.

[0068] In selectable situations, different tactical modes include not only different formation rules but also different types of gameplay.

[0069] Schematically, within the same tactical mode, there is a correspondence between position and standard action. For example, a virtual object positioned within the three-point line performs a dribble, and a virtual object positioned within the free-throw line performs a dunk. In another example, within the same tactical mode, there may be no correspondence between position and standard action. For example, a virtual object at position a may randomly perform at least one of the standard actions A, B, and C.

[0070] Optionally, within the same tactical mode, one standard action may be associated with one position, or multiple different standard actions may be associated with one position. For example, a virtual object positioned within the free-throw line may perform actions such as dunking or jumping.

[0071] Furthermore, the "standard battle operation" in this application refers to the battle operation that is associated with the tactical mode during the design phase. Also, the standard battle operation corresponds to each associated virtual object; that is, the standard battle operation corresponding to multiple associated virtual objects may be the same or different.

[0072] In feasible situations, when the first tactical mode is selected and used for a virtual battle, the first virtual object and multiple related virtual objects will automatically assume positions according to the formation rules corresponding to the first tactical mode, and will perform standard battle actions corresponding to the first tactical mode at each position to engage in a virtual battle with the opposing virtual object. In this case, after the first virtual object has automatically assumed positions based on the first tactical mode, it may perform actions different from the standard battle actions under the control of the first account.

[0073] In another feasible scenario, when the first tactical mode is selected and used for a virtual battle, multiple related virtual objects will automatically assume positions according to the formation rules corresponding to the first tactical mode, and will perform standard battle actions corresponding to the first tactical mode at each position to engage in a virtual battle with the opposing virtual object. Furthermore, the first virtual object will move freely under the control of the first account and perform actions under the control of the first account.

[0074] Optionally, the method for determining the positions and baseline combat actions of multiple related virtual objects corresponding to the tactical mode includes at least one of the following determination methods:

[0075] 1. Specify the position and baseline action corresponding to the associated virtual objects, depending on the tactical mode. For example, in tactical mode a, if multiple associated virtual objects include object a, object b, and object c, specify that object a will offense in area 1, object b will flank within area 2, and object c will defend within area 3.

[0076] 2. After the tactical mode is determined, each related virtual object is assigned to the position closest to its real-time location, according to the real-time positions of multiple related virtual objects in the current virtual scene, and the corresponding standard battle action is performed at that position. For example, if object 1 is currently located in area a and object 2 is located in area b, when a selection operation for the first tactical mode is received, object 1 is moved to position A in area a, and object 2 is moved to position B in area b.

[0077] 3. Each associated virtual object corresponds to a different offensive and defensive capability, and offensive and defensive conditions are associated with each position in the tactical mode. After the tactical mode is determined, the associated virtual object is assigned to the position that best matches its offensive and defensive capabilities, according to the degree of compatibility between the virtual object's offensive and defensive capabilities and the offensive and defensive conditions. For example, if object c is good at defense, then in tactical mode A, position a is used for defense, so object c is assigned to position a and performs defensive actions.

[0078] The above-mentioned methods for determining the positions of multiple related virtual objects and the standard battle actions are merely schematic examples and are not limited to those methods in this embodiment.

[0079] Step 330: In the process of conducting a virtual battle based on the first tactical mode, in response to receiving an object support operation, display the battle support animation.

[0080] The battle support animation includes an animation in which the target-related object, one of several related virtual objects, stops executing the base battle action, moves from the first position to the second position, and then, at the second position, assists the first virtual object in a virtual battle with the battle virtual object.

[0081] In some embodiments, during the process of executing a virtual battle based on a first tactical mode, a first virtual object moves and performs actions within the virtual scene under the control of a first account, and multiple related virtual objects automatically move and perform actions based on the first tactical mode.

[0082] Schematically, object support operations refer to operations that involve determining at least one target related object from multiple related virtual objects, stopping the execution of the default battle behavior, then executing a new behavior, and supporting the first virtual object to conduct a virtual battle with the battle virtual object.

[0083] Optionally, the method of performing object assistance operations includes at least one of the following methods:

[0084] 1. An object support operation is defined as the display of a support widget on the virtual scene screen and the reception of a trigger operation on the support widget.

[0085] 2. The virtual scene screen displays object icons corresponding to each of the multiple related virtual objects, and receiving a trigger operation on the object icon of the target related object is considered an object support operation.

[0086] The above-described method of object support operations is merely a schematic example and is not limited to this method in the present invention.

[0087] In case 1 of the above operation method, after receiving a trigger operation on the support widget, the target-related object to support the first virtual object is automatically determined, or the first account freely selects the target-related object to support the first virtual object.

[0088] Schematically, supporting a first virtual object to engage in a virtual battle with a rival virtual object means adjusting the position and reference battle actions of the related virtual objects based on the support actions of the object support operation, and matching the adjusted position and the battle actions performed by the related virtual objects to the support requests of the first virtual object.

[0089] In some embodiments, object assistance operations correspond to at least one of different assistance types, such as catch (receiving a path from a first virtual object), pick and roll, steal, and block.

[0090] Schematically, support actions correspond to tactical modes. For example, if the tactical mode is a high-post pick-and-roll, receiving an object support operation will result in a support action that causes a pick-and-roll to be performed on the target-related object for the player with the ball. Therefore, receiving an object support operation in a different tactical mode will result in a different corresponding support action.

[0091] Optionally, one tactical mode can correspond to one support action, or one tactical mode can correspond to multiple different support actions.

[0092] Schematically, when an object support operation is received, the system determines the target-related object from among multiple related virtual objects. Then, it displays an animation in which the target-related object moves its position and performs support actions corresponding to the tactical mode.

[0093] As an optional choice, the support actions performed by a target-related object in the process of supporting a first virtual object must be consistent with the tactical strategy of the first tactical mode, or the support actions performed by a target-related object in the process of supporting a first virtual object must not be consistent with the tactical strategy of the first tactical mode. For example, if the first tactical mode is a double-team tactical mode, but the object support operation received by the target-related object is a steal operation, the support actions performed by the target-related object in the process of supporting a first virtual object must not be consistent with the tactical strategy of the first tactical mode.

[0094] Optionally, a decision method for determining a target related object from multiple related virtual objects includes at least one of the following methods:

[0095] 1. Different related virtual objects have different corresponding offensive and defensive capabilities, and different tactical modes have different support actions for corresponding offensive and defensive requests. Based on the offensive and defensive capabilities of the related virtual objects, their support, and their compatibility with the offensive and defensive requests, the related virtual object that matches the offensive and defensive requests is determined as the target related object.

[0096] 2. Based on the distance between the related virtual object and the first virtual object in the virtual scene, if there is a related virtual object within a predetermined distance threshold, it is determined to be the target related object.

[0097] 3. Based on the execution status of the reference battle action in the virtual scene of the related virtual object, which includes three states: execution started, execution in progress, and execution completed, the related virtual object in the execution completed state is designated as the target related object. This ensures continuity in the execution of the support action by the target related object.

[0098] The method for determining the target-related objects described above is merely a schematic example and is not limited to this embodiment.

[0099] As described above, in the virtual object interaction method provided in the embodiment of this invention, when a selection operation for a first tactical mode is received during the process in which the first virtual object and multiple related virtual objects are jointly playing against a battle virtual object, the multiple related virtual objects take positions according to the deployment rules corresponding to the first tactical mode and execute the standard battle actions corresponding to the first tactical mode. Since the related virtual objects take positions and act based on the tactical mode selected by the player, it becomes possible to match the behavior patterns of the related objects to the player's current tactical requirements, thereby improving the degree of cooperation between the player and the multiple virtual objects. Furthermore, when a battle support operation is received during a battle, the target related object among the multiple related virtual objects stops executing the standard battle action, adjusts its position, and supports the first virtual object in the battle from its latest adjusted position. In other words, the target related object can be adjusted in real time based on the player's battle support operation, thereby providing the player with better support in line with the player's current operational strategy and further improving the degree of cooperation between the player and the multiple virtual objects. Furthermore, the system allows for the adjustment of related virtual characters to match the player's actions with simple battle support operations, avoiding the need for the player to perform complex operational adjustments on the primary virtual object in order to utilize the related virtual object. This improves the efficiency of human-computer interaction and reduces the overhead on computer operation resources.

[0100] In some embodiments, the step of determining a target related object based on the offensive and defensive capabilities of related virtual objects is schematically represented in Figure 4, which shows a virtual object interaction method provided in an exemplary embodiment of the present application. Specifically, step 330 further includes steps 331 and 332, and step 340 further includes step 320. As shown in Figure 4, the method includes the following steps.

[0101] Step 320: In response to receiving a selection operation for the first tactical mode, the first tactical deployment result corresponding to the first tactical mode is displayed.

[0102] The result of the first tactical deployment is used to instruct multiple related virtual objects to take positions according to the deployment rules of the first tactical mode and to perform the standard battle actions corresponding to the first tactical mode to engage in a virtual battle with the opposing virtual object.

[0103] For a schematic representation, please refer to Figure 5, which shows a schematic diagram of the selection of a tactical mode provided in an exemplary embodiment of the present invention. As shown in Figure 5, at this point, a virtual scene screen 500 is displayed, and the virtual scene 500 displays a first virtual object 501, multiple related virtual objects (white objects), and multiple opposing virtual objects (black objects). A tactical selection widget 510 is also displayed on the virtual scene screen 500. When a trigger operation is received for the tactical selection widget 510, a tactical mode list 511 containing multiple candidate tactical modes is displayed. When a trigger operation is received for the first tactical mode 5111, the first tactical deployment result 520 corresponding to the first tactical mode 5111 is displayed. The display is then switched from the tactical selection widget 510 to the first tactical mode icon 521.

[0104] Step 331: During the process of conducting a virtual battle based on the first tactical mode, if the first virtual object meets the support conditions, display the first support widget corresponding to the first tactical mode.

[0105] Schematically, the support condition refers to the conditions under which a related virtual object can currently support the first virtual object and engage in a virtual battle.

[0106] As an optional choice, the support conditions must include at least one of the following condition types:

[0107] 1. The duration of the virtual match has reached a predetermined time threshold.

[0108] 2. During the process in which the first virtual object and related virtual objects are engaged in a virtual battle with the opposing virtual object, the difference in the battle scores between the two reaches a predetermined score difference threshold.

[0109] 3. The attribute value of the first virtual object has reached a predetermined attribute value threshold.

[0110] 4. During a virtual match, the first account controlled the first virtual object and completed the specified task.

[0111] 5. The first virtual object and its associated virtual objects began a virtual battle with the opposing virtual object.

[0112] The above types of support conditions are merely illustrative examples and are not limited to those described in this invention.

[0113] In some embodiments, the first support widget corresponds to the first support action. That is, different tactical modes correspond to different types of support widgets. Schematically, the first support action corresponding to the first support widget refers to a battle action that, after determining a target related object from multiple related virtual objects, is performed to support the target related object with the first virtual object in order to conduct a virtual battle.

[0114] As an optional choice, the first support action corresponds to the first offensive / defensive request. In other words, different support actions result in different corresponding support requests. For example, if the support action is a three-point shot, the support request is that the related virtual object's shooting success rate reaches 75%. The related virtual object's shooting success rate is a pre-configured object attribute. Alternatively, the related virtual object's shooting success rate is obtained by aggregating shooting results over a certain period in the past.

[0115] Next, we will describe several different tactical modes in detail, using the example of a basketball-related application as the target application.

[0116] First, when divided into offensive and defensive requirements, tactical modes can be broadly classified into two types: offensive tactical modes and defensive tactical modes. Offensive tactical modes are mainly for situations where the first virtual object and its associated virtual objects are on the ball-possessing side, and are modes for breaking through the opposing virtual object's defense and scoring with a shot. Defensive tactical modes are mainly for situations where the opposing virtual object is on the ball-possessing side, and are modes for the first virtual object and its associated virtual objects to defend against the opposing virtual object and prevent the opposing virtual object from scoring with a shot.

[0117] Offensive tactical modes include isolation tactical mode, inside offensive tactical mode, and high post pick-and-roll tactical mode. These are described in detail below. In this application, opposing virtual objects are described as opposing players, and related virtual objects are described as teammates.

[0118] <1. Isolation Tactical Mode> Isolation tactics refer to a strategy where the player with possession of the ball is given space to defend against an opposing player in a one-on-one situation.

[0119] For a schematic representation, please refer to Figure 6, which shows a schematic diagram of the isolation tactic mode provided in an exemplary embodiment of the present invention. As shown in Figure 6, a virtual scene screen 600 is currently displayed, which includes a first virtual object 601, a teammate (white), and an opponent (black). When executing a general offensive tactic (not an isolation tactic), teammates defending on both sides of the top of the key may assist the player with the ball when the player with the ball drives. When executing an isolation tactic, a virtual scene screen 610 corresponding to the isolation tactic is displayed. At this time, all players without the ball move towards the corners on both sides of the virtual court, creating more space in the high post area of ​​the virtual court so that the player with the ball can attack one-on-one, while simultaneously securing a route for the player with the ball to drive and avoiding the opponent's defense. At this time, the virtual scene screen 610 corresponding to the isolation tactic includes an isolation tactic mode icon 611 and an isolation support space 612.

[0120] <2. Inside Offense Tactical Mode> Inside offense tactics refer to strategies that involve passing the ball into the inside area of ​​a hypothetical court, or having a teammate positioned in the inside area engage in a one-on-one situation with an opposing player.

[0121] For a schematic representation, please refer to Figure 7, which shows a schematic diagram of the display method for battle support animations provided in an exemplary embodiment of the present invention. As shown in Figure 7, currently, a virtual scene screen 700 in inside offense mode is displayed, and an inside offense mode icon 710 is displayed on the virtual scene screen 700. When the first virtual object meets the support conditions, an inside offense support widget 720 (as the first support widget) is displayed below the inside offense mode icon 710.

[0122] <3. Highpost Pick and Roll Tactical Mode> The high post pick-and-roll tactic involves calling one teammate from the inside area of ​​a hypothetical court and performing a pick-and-roll at the high post of the court for the player with the ball, thereby creating open space for the ball-holder to shoot.

[0123] For a schematic representation, please refer to Figure 8, which shows a schematic diagram of the high-post pick-and-roll tactic provided in an exemplary embodiment of the present invention. As shown in Figure 8, a virtual scene screen 800 in high-post pick-and-roll tactic mode is currently displayed, and the virtual scene screen 800 displays a high-post pick-and-roll tactic icon 810 corresponding to the high-post pick-and-roll tactic and a high-post pick-and-roll widget 820 (as a first support widget).

[0124] Next, we will explain the defensive tactical modes in detail. Defensive tactical modes include the inside double-team tactical mode, the seamless switch defensive tactical mode, and the 2-3 zone defensive tactical mode.

[0125] <4. Inside Double Team Tactical Mode> The inside double-team tactic refers to a strategy in which, when the player with the ball (the opposing player) enters the inside area of ​​a hypothetical court, a defensive player (a teammate) defending in the inside area and a defensive player (a teammate) defending the player with the ball both defend the player with the ball, creating a double-team formation.

[0126] For a schematic representation, please refer to Figure 9, which shows a schematic diagram of the inside double-team tactic provided in an exemplary embodiment of the present invention. As shown in Figure 9, a schematic diagram 900 of the inside double-team tactic is currently displayed, which includes a first virtual object 901, an associated virtual object 902, and an opposing virtual object 903. The opposing virtual object 903 is the player with the ball, and the associated virtual object 902 is the defensive player defending in the inside area. While the opposing virtual object 903 moves towards the basket in the inside area, the first account controls the first virtual object 901 to move into the inside area and, together with the associated virtual object 902, forms a double-team position against the opposing virtual object 903.

[0127] <5. Seamless Switch Defense Tactical Mode> Seamless switch defense tactics refer to a strategy where, if a teammate is unable to defend in time, another teammate positioned near that player moves forward to provide help defense, while the original defender takes over the role of defending the player that the other teammate was matching up against (the opposing player), thus implementing a switch defense strategy.

[0128] For a schematic representation, please refer to Figure 10, which shows a schematic diagram of the seamless switch defense tactic provided by an exemplary embodiment of the present invention. As shown in Figure 10, a schematic diagram 1000 of the seamless switch defense tactic is currently displayed, and includes related virtual object 1010 and related virtual object 1020. Related virtual object 1010 is the player who was defending the player with the ball. When the defense is broken, related virtual object 1020, which was originally defending the player without the ball, switches and becomes the defender against the player with the ball. Related virtual object 1010 switches and becomes the defender against the player without the ball.

[0129] <6.2-3 Zone Defense Tactical Mode> Zone defense refers to area defense, which is a defensive method in which one player is assigned to cover a specific area, rather than using a one-on-one defensive system.

[0130] For a schematic representation, please refer to Figure 11, which shows a schematic diagram of the 2-3 zone defense tactic provided in an exemplary embodiment of the present invention. As shown in Figure 11, a schematic diagram 1100 of the 2-3 zone defense tactic is currently displayed, which includes a high post area 1110 (area 1, area 2) and a low post area 1120 (area 3, area 4, area 5). Two teammates are positioned to defend in the high post area 1110, and three teammates are positioned to defend in the low post area 1120.

[0131] For a schematic representation, please refer to Figure 12, which shows a schematic diagram of a match using the 2-3 zone defense tactic provided in an exemplary embodiment of the present invention. As shown in Figure 12, a schematic diagram 1200 of a match using the 2-3 zone defense tactic is currently displayed, and includes multiple teammates (including the first virtual object and the opposing virtual object) positioned according to the 2-3 zone defense tactic. When an opposing player 1210 enters the defensive area of ​​a corresponding teammate, that teammate defends against it. When a player with possession of the ball enters an area where two defensive areas overlap, they are subjected to double-team defense by teammates in these two defensive areas.

[0132] Step 332: In response to receiving a trigger operation for the first support widget, display the battle support animation.

[0133] This section details how to automatically select target-related objects in feasible situations.

[0134] In some embodiments, in response to receiving a trigger operation on a first support widget, the offensive and defensive capabilities in the virtual scene corresponding to each of a plurality of related virtual objects are obtained. In response to the offensive and defensive capabilities of the target related object matching the first offensive and defensive request, the target related object stops executing its baseline combat action, moves from a first position to a second position, and displays an animation of performing the first support action at the second position.

[0135] In this embodiment, a basketball-related application will be described as an example. One team includes virtual objects with different offensive and defensive capabilities (including related virtual objects and a first virtual object). For example, the point guard, shooting guard, small forward, power forward, and center are each associated with different offensive and defensive capabilities.

[0136] Taking the center position as an example, a center player is primarily responsible for scoring from within the free-throw area. Similarly, taking the point guard position as an example, a point guard is primarily responsible for dribbling on the court.

[0137] In this embodiment, when a trigger operation is received for the first support widget, the offensive and defensive capabilities corresponding to each of the multiple related virtual objects in the virtual scene are obtained, and the offensive and defensive capabilities of the multiple related virtual objects are compared with the first offensive and defensive request. If there is at least one related virtual object whose offensive and defensive capabilities match the first offensive and defensive request, it is determined to be the target related object. For example, if the first offensive and defensive request is inside offense, the related virtual object corresponding to a small forward who is good at inside shooting and dribbling is designated as the target related object.

[0138] After determining the target-related object, the animation displays the target-related object stopping its current base combat action, moving from the first position to the second position, and then performing the first support action at the second position.

[0139] As shown in Figure 7, when a trigger operation is received for the inside offense support widget 720, the small forward is determined to be the target-related object 721, and the inside offense icon 722 is displayed at a predetermined position on the target-related object 721, indicating that the target-related object 721 is running into the inside area and requesting the play. This allows the player with the ball to pass the ball to the target-related object 721, which can lead to a post player shot or other plays.

[0140] In this embodiment, the offensive and defensive capabilities of a virtual object are set and matched with the first offensive and defensive request corresponding to the first support widget. This improves the suitability of object support selection and, consequently, the degree of coordination within the team in team operations. Furthermore, by automatically determining the target virtual object from multiple related virtual objects based on the offensive and defensive capabilities of each of the multiple related virtual objects in the virtual scene, the manual selection step of the target virtual object is avoided, simplifying the flow for displaying battle support animations and improving the efficiency of human-computer interaction.

[0141] In another possible scenario, the target-related objects are manually selected by the first account. Details are provided below.

[0142] In some embodiments, in response to receiving a trigger operation on the first support widget, a related object list is displayed. The related object list contains object icons corresponding to each of several related virtual objects. Then, in response to receiving a trigger operation on the object icon corresponding to the target related object, the battle support animation corresponding to the target related object is displayed.

[0143] In this embodiment, when a trigger operation is received for the first support widget, a list of related objects, including multiple related virtual objects that are linked to the first virtual object, is displayed on the virtual scene screen. When a trigger operation is received for the object icon of at least one of the related virtual objects, at least one related virtual object is determined to be the target related object, and the battle support animation corresponding to that target related object is displayed.

[0144] In some embodiments, the support success rate corresponding to the associated virtual object is displayed at a predetermined position on the object icon of the associated virtual object. The support success rate refers to the predicted probability that the associated virtual object will support the first virtual object and succeed in a virtual battle against the opposing virtual object.

[0145] Schematically, the related object list displays object icons corresponding to related virtual objects, and further displays the support success rate of the related virtual object at a predetermined position on the object icon of the related virtual object. The support success rate is a pre-set probability that the related virtual object can complete the first support operation.

[0146] In this embodiment, by providing a related object list, the target related objects for supporting the ultimately selected first virtual object will better match the player's selection preferences, which will be helpful for subsequent cooperation between the player and the related virtual objects. Furthermore, by displaying the support success rate corresponding to each related virtual object while the related object list is displayed, the player can be helped to decide which target related object to support, thereby increasing the efficiency and accuracy of the player's selection operation.

[0147] Step 340: In response to receiving a tactical switching operation, the system switches and displays multiple related virtual objects from the first tactical deployment result to the second tactical deployment result.

[0148] The second tactical deployment result corresponds to a second tactical mode that is different from the first tactical mode.

[0149] Schematically, in the tactical mode list, when a trigger operation for the second tactical mode is received, it is used as a tactical switching operation to switch the current tactical mode from the first tactical mode to the second tactical mode and display it.

[0150] Since the first tactical deployment result corresponding to the first tactical mode and the second tactical deployment result corresponding to the second tactical mode are different, multiple related virtual objects are switched from the first tactical deployment result to the second tactical deployment result for display.

[0151] In addition to changing the tactical deployment results, the process of switching support widgets will be displayed after the tactical switching operation. Since different tactical modes require different support widgets, the first support widget will be switched to the second support widget.

[0152] Optionally, the first support widget is associated with the first tactical mode to trigger the display of the battle support animation. When the current tactical mode is switched from the first to the second tactical mode, the display switches from the first support widget to the second support widget corresponding to the second tactical mode. The second support widget corresponds to the second support action, and the second support action corresponds to the second offensive / defensive request.

[0153] Schematically, in response to receiving a trigger operation on the second support widget, the offensive and defensive capabilities corresponding to each of the multiple related virtual objects in the virtual scene are acquired. Then, in response to the offensive and defensive capabilities of the first related object among the multiple related virtual objects matching the second offensive and defensive request, the first related object stops executing the base combat action corresponding to the first related object, moves from the third position to the fourth position, and displays an animation to execute the second support action.

[0154] In this embodiment, a tactical switching operation switches the tactical deployment results along with the tactical mode switch. This increases the flexibility of team strategies during virtual battles in the virtual scene. Furthermore, a tactical switching operation also switches the support widgets based on the tactical mode switch. Each tactical mode is guaranteed to have a corresponding support widget, which better meets the player's requirements in that mode and further improves the degree of coordination between the player and related virtual objects. In addition, the player does not need to manually adjust widgets after switching tactics, as the system automatically matches the appropriate widget, making the operation smoother and more efficient.

[0155] In some embodiments, the system receives selection operations for a first tactical mode and a third tactical mode corresponding to target battle conditions in succession. During the process of conducting a virtual battle based on the first tactical mode, in response to the battle situation matching the target battle conditions, it displays that multiple related virtual objects automatically switch from the first tactical mode to the third tactical mode to engage in a virtual battle with the battle virtual object.

[0156] In another feasible scenario, if the tactical mode list receives consecutive selections for the first and third tactical modes, a virtual match will first be conducted based on the first tactical mode. If the current state of the virtual match matches the target match conditions corresponding to the third tactical mode, the system will automatically switch from the first to the third tactical mode. For example, if the virtual match is currently being conducted using the inside offense method, and the ball possession changes to the opposing team, and the defense of the friendly players is breached, the system will automatically switch to seamless switch defense mode to defend.

[0157] In this embodiment, when selection operations for at least two tactical modes are received consecutively, the system automatically switches between the two selected tactical modes depending on the situation of the virtual match, thereby improving the flexibility of team strategy responses, increasing the efficiency of human-computer interaction, and eliminating the need for players to make manual adjustments multiple times.

[0158] As described above, in the virtual object interaction method provided in this embodiment, when the first virtual object meets the support conditions, a support widget is displayed to trigger a battle support animation. By setting display restriction conditions for the support widget, the waste of computer display resources due to the first virtual object frequently clicking the support widget is avoided.

[0159] In some embodiments, the battle support animation is determined based on a tactical behavior tree. Schematically, please refer to Figure 13, which is a flowchart of the virtual object interaction method provided in one exemplary embodiment of the present invention. Specifically, it includes steps 3201 to 3203 before step 320, and steps 32011 and 32014 within step 320. As shown in Figure 13, the method includes the following steps.

[0160] Step 3201: Obtain a tactical strategy corresponding to the first tactical mode.

[0161] A tactical strategy includes multiple positions and corresponding standard actions for each of those positions, with offensive and defensive conditions associated with each of the multiple positions.

[0162] Schematically, a tactical strategy is a strategy that corresponds to the positioning of virtual objects and the type of combat actions to be performed during a virtual battle using a tactical mode.

[0163] Therefore, the tactical strategy corresponding to the first tactical mode includes the positions corresponding to each of the multiple related virtual objects, as well as at least one standard combat action that the related virtual object must perform in that position.

[0164] In some embodiments, offensive and defensive conditions refer to the type of combat action that the relevant virtual object, currently positioned in that tactical mode, performs. For example, if the offensive and defensive condition for a relevant virtual object located in position a is to perform inside defense, then that relevant virtual object needs to move in the inside area and perform defense against the opposing player.

[0165] In some embodiments, multiple related virtual objects are associated with different offensive and defensive capabilities.

[0166] In this embodiment, a team includes virtual objects with different offensive and defensive capabilities (including related virtual objects and a first virtual object). For example, the point guard, shooting guard, small forward, power forward, and center are each associated with different offensive and defensive capabilities.

[0167] In some embodiments, an action behavior tree is obtained for each of several related virtual objects. The action behavior tree for each related virtual object includes multiple battle action branches during the virtual battle of the related virtual object, and the multiple battle action branches are tagged with different weight values. The offensive and defensive capabilities for the related virtual object are determined based on the action type corresponding to the battle action branch with the highest weight value among the multiple battle action branches.

[0168] Schematically, this is achieved by providing an independent behavioral tree for each associated virtual object, allowing the associated virtual objects to engage in virtual battles within the virtual scene. The battle behavior branches included in the behavioral tree correspond to the battle actions that the associated virtual objects perform during the process of engaging in virtual battles within the virtual scene.

[0169] In this embodiment, in designing the behavioral behavior tree corresponding to each associated virtual object, different associated virtual objects result in different weight values ​​corresponding to the opposing behavioral branches in the corresponding behavioral behavior tree. For example, a power forward player has a high ability to steal the ball, so the weight value of the steal behavioral branch is higher than the weight value of the pass behavioral branch. When determining the offensive and defensive capabilities corresponding to each associated virtual object, the determination is based on the behavioral type corresponding to the opposing behavioral branch with the highest weight value. For example, if the behavioral type is "shoot," the offensive and defensive capability may be determined to be shooting guard.

[0170] In the above embodiment, by determining the offensive and defensive capabilities corresponding to the associated virtual object based on the weight value corresponding to each battle action branch, it is ensured that the success rate is high when the associated virtual object performs a battle action with a high weight value, and the rationality of the virtual object design is ensured by matching the associated virtual object with the corresponding offensive and defensive capabilities.

[0171] Step 3202: In response to the fact that the offensive and defensive capabilities corresponding to the i-th associated virtual object among multiple associated virtual objects match the offensive and defensive conditions corresponding to the n-th position among multiple positions, the association relationship between the reference action corresponding to the n-th position and the i-th associated virtual object is determined. Here, i and n are positive integers.

[0172] Schematically, in the process of designing a tactical mode, taking the first tactical mode as an example, multiple positions are established, each corresponding to at least one standard combat action. Therefore, by associating each position with the associated virtual objects based on the offensive and defensive capabilities corresponding to each of the multiple associated virtual objects, the first tactical deployment result of the multiple associated virtual objects based on the first tactical mode is determined. Here, the positions and associated virtual objects that have an associated relationship are determined based on the compatibility relationship between the offensive and defensive capabilities of the associated virtual objects and the offensive and defensive conditions corresponding to the positions.

[0173] Step 3203: Generate a tactical behavior tree corresponding to the first tactical mode based on the relationships between multiple related virtual objects and multiple standard combat actions.

[0174] Schematically, once the relationships between each position and its associated virtual object in the first tactical mode are determined, a tactical behavior tree corresponding to the first tactical mode is generated based on the reference combat actions corresponding to each position and the relationships between each position and its associated virtual object.

[0175] As an optional choice, different tactical modes will result in different corresponding tactical behavior trees.

[0176] Furthermore, a single tactical behavior tree includes relationships between multiple positions and different related virtual objects.

[0177] Step 32011: In response to receiving a selection operation for the first tactical mode, retrieve the tactical behavior tree corresponding to the first tactical mode.

[0178] A tactical behavior tree contains the relationships between multiple related virtual objects and multiple standard combat actions.

[0179] Schematically, a tactical behavior tree corresponding to each of several different tactical modes is pre-configured, and then these tactical behavior trees corresponding to each of the several different tactical modes are stored in a designated memory file.

[0180] When a selection operation for a first tactical mode is received, the tactical behavior tree corresponding to the first tactical mode is read from a predetermined storage file based on the selection operation.

[0181] Step 32012: Obtain the behavioral behavior tree corresponding to each of the multiple related virtual objects.

[0182] The behavioral behavior tree corresponding to an associated virtual object includes multiple battle behavior branches during the virtual battle of that associated virtual object.

[0183] After reading the tactical behavior tree corresponding to the first tactical mode, the system retrieves the pre-configured behavioral behavior tree corresponding to each associated virtual object in the virtual scene.

[0184] Step 32013: Based on the relationship between the m-th related virtual object in the tactical behavior tree and the base combat action corresponding to the p-th position, obtain the target combat action branch in the action behavior tree corresponding to the m-th related virtual object.

[0185] The target match action branch corresponds to the reference match action corresponding to the p-th position, where m and p are positive integers.

[0186] Schematically, after obtaining the tactical behavior tree corresponding to the first tactical mode and the behavior behavior trees corresponding to each of the multiple related virtual objects, the system first identifies the base battle action corresponding to the p-th position that is related to the m-th related virtual object based on the relationship between the position in the tactical behavior tree and the related virtual object, and then, based on the base battle action, determines the target battle action branch in the behavior behavior tree corresponding to the m-th related virtual object that corresponds to the base battle action.

[0187] Step 32014: Based on the target battle action branch, display that the m-th related virtual object is located at the p-th position, and display an animation of the m-th related virtual object performing the battle action corresponding to the target battle action branch.

[0188] Schematically, based on the tactical behavior tree, a baseline combat action is identified that the m-th related virtual object will perform in the first tactical mode, and based on the target combat branch, an animation is displayed showing the m-th related virtual object positioned at the p-th position and performing the combat action corresponding to the target combat action branch.

[0189] As described above, the virtual object interaction method provided in this embodiment generates a tactical behavior tree based on the tactical strategy corresponding to the tactical mode and the offensive and defensive capabilities of each related virtual object, thereby enabling coordination in the actions performed by each related virtual object on the same team. By performing coordinated actions, coordination among each virtual object during a match is ensured, avoiding resource waste and conflicts. Furthermore, since each virtual object can maximize its offensive and defensive capabilities based on the overall tactical strategy, the overall operational efficiency of the team is improved. In addition, if there is a change in the tactical strategy or environment, since the behavior tree is generated based on the offensive and defensive capabilities of each virtual object, the actions of each virtual object can be quickly adjusted to adapt to the new tactical requirements. This flexibility allows the team to respond to various complex and rapidly changing situations, thereby improving the success rate of operations.

[0190] In this embodiment, when a selection operation for a tactical mode is received, the tactical behavior tree and the action behavior tree are linked to display the tactical deployment result, thereby ensuring the smooth operation of each related virtual object and improving the rationality of the animation display. Furthermore, smooth operation and rational animation display can improve player immersion and satisfaction, enhancing the overall game experience. In addition, the action behavior tree allows for more accurate and rational representation of animations, avoiding unnecessary skips or delays and improving animation display quality.

[0191] Schematically, the system configuration of the virtual object interaction method will be explained using an application to a basketball game as an example. Schematically, please refer to Figure 14, which shows a block diagram of the system configuration provided in one exemplary embodiment of this application. As shown in Figure 14, the configuration includes the following:

[0192] The system configuration is divided into three layers: the tactical decision layer (1410), the execution layer (1420), and the operation layer (1430). The roles of each layer are as follows:

[0193] Tactical decisions made by the tactical decision layer 1410 are implemented by an AI tactical system. The AI ​​tactical system is an independent tactical behavior tree system that stores tactical behavior trees corresponding to various different tactical modes, and can determine and store execution objects corresponding to various battle actions based on the state of the battle in the virtual scene.

[0194] The execution layer 1420 contains the execution logic for various battle actions during a virtual battle involving multiple related virtual objects, and incorporates multiple systems and modules.

[0195] AI Behavioral Tree: The behavioral behavior tree is the most important system in execution layer 1420, and all execution logic is generated by the behavioral behavior tree. The behavioral behavior trees for each associated virtual object are independent of each other. When the behavioral behavior tree detects that the current associated virtual object is an execution object corresponding to a particular match action, it executes the logic of the corresponding match action branch to perform different match actions, including ball-free state, defense, offense, etc.

[0196] The tactical system consists of a movement editor and a screening system, which allows for the placement of the overall coordinated movements of off-ball offensive players, thereby enabling the implementation of tactical movements. The movement editor allows for the placement of virtual object positioning and confrontational actions on a timeline. The screening system screens movement files based on the actual positions of players on the court, detects the players' confrontational states, and outputs a target file. Here, the target file matches the movement file corresponding to the current confrontational state of the player, and when the action behavior tree acquires this movement file, it executes the corresponding movement action.

[0197] The evasion system consists of logic evasion and motion evasion. Evacuation is defined as moving a player to a different position for the sake of a teammate when other teammates are present around the player or when a player is holding the ball near a target point. Logic evasion involves calculating and selecting an appropriate target position and inputting it into the motion behavior tree, which then causes the virtual object to perform a movement and ultimately reach that target position. Motion evasion is an evasion animation that appears when the associated virtual object collides with another player during its movement.

[0198] The placement table controls the competitive behavior of related virtual objects through the difficulty table, behavior tendency table, and template table, enabling AI-driven difficulty control and differentiated and templated player behavior. Probability control is performed within the behavior tree using the set of behavior tree nodes. Here, the difficulty table contains the difficulty level corresponding to each competitive action. The behavior tendency table indicates the preferred target competitive action for each related virtual object (i.e., the target competitive action with a high probability of being performed).

[0199] When the motion layer 1430 receives commands transmitted from the motion behavior tree, it displays motion execution animations using general-purpose module logic, motion execution logic, and off-ball movement logic. The off-ball movement animation system enables movement animations at different speeds, angles, and directions. In particular, the player's movement becomes more realistic and smooth at the beginning, end, and transitions of the motion. The general-purpose module is a general-purpose module for basic actions such as shooting and driving. It takes corresponding commands as input via the action behavior tree and selects the appropriate action to match the command. In the collision system, if players collide with each other during different actions, they will start displaying different collision animations for both players.

[0200] This invention relates to a behavior tree-based tactical implementation method that, using predetermined tactical placement data, increases tactical selection and support widgets in a match, designs compatibility relationships between tactics, and provides players with a gameplay experience that combines operational techniques and strategic decision-making.

[0201] Figure 15 shows a structural block diagram of a virtual object interaction device provided in an exemplary embodiment of the present application. As shown in Figure 15, the device includes the following parts:

[0202] The display module 1510 displays a first virtual object in a virtual scene, a plurality of related virtual objects, and a battle virtual object. The first virtual object is a virtual object master-controlled by a first account logged into the first device, and the plurality of related virtual objects are used in conjunction with the first virtual object to perform a virtual battle with the battle virtual object.

[0203] The receiving module 1520 receives a selection operation for the first tactical mode.

[0204] The display module further displays a first tactical deployment result corresponding to the first tactical mode in response to the selection operation. The first tactical deployment result is used to instruct the plurality of associated virtual objects to take positions according to the deployment rules of the first tactical mode and to perform a standard battle action corresponding to the first tactical mode.

[0205] The receiving module is further used to receive object support operations during the process of conducting a virtual battle based on the first tactical mode.

[0206] The display module is further used to display a battle support animation in response to the object support operation. The battle support animation includes an animation in which a target-related object among the plurality of related virtual objects stops executing the reference battle action and moves from a first position to a second position, and at the second position supports the first virtual object to perform a virtual battle with the battle virtual object.

[0207] In some embodiments, as shown in Figure 16, the display module 1510 includes the following parts.

[0208] The display unit 1511 is used to display a first support widget corresponding to the first tactical mode when the first virtual object meets the support conditions during the process of conducting a virtual battle based on the first tactical mode.

[0209] The receiving unit 1512 is used to receive trigger operations for the first support widget.

[0210] The display unit 1511 is further used to display the battle support animation in response to a trigger operation on the first support widget.

[0211] In some embodiments, the first support widget corresponds to a first support action, the first support action corresponds to a first offensive / defensive request, the receiving unit 1512 is further used to receive trigger operations on the first support widget, and the display unit 1511 is further used to acquire the offensive / defensive capabilities corresponding to each of the plurality of related virtual objects in the virtual scene in response to the trigger operation on the first support widget, and to display an animation in which the target related object stops executing the reference battle action, moves from the first position to the second position and performs the first support action in response to the offensive / defensive capabilities of the target related object matching the first offensive / defensive request.

[0212] In some embodiments, the receiving unit 1512 is further used to receive trigger operations on the first support widget, the display unit 1511 is further used to display a list of related objects, including object icons corresponding to each of the plurality of related virtual objects, in response to trigger operations on the first support widget, the receiving unit 1512 is further used to receive trigger operations on the object icons corresponding to the target related objects, and the display unit 1511 is further used to display the battle support animation corresponding to the target related objects in response to trigger operations on the object icons corresponding to the target related objects.

[0213] In some embodiments, the display unit 1511 is further used to display the support success rate corresponding to the associated virtual object at a first position of the object icon corresponding to the associated virtual object, the support success rate being the predicted probability that the associated virtual object will support the first virtual object and succeed in a virtual battle with the opposing virtual object.

[0214] In some embodiments, the receiving unit 1512 is further used to receive a tactical switching operation, and the display unit 1511 is further used to switch and display the plurality of associated virtual objects from the first tactical deployment result to the second tactical deployment result in response to the tactical switching operation, the second tactical deployment result corresponding to a second tactical mode different from the first tactical mode.

[0215] In some embodiments, the first tactical mode is associated with a first support widget for triggering the display of the battle support animation, and the display module 1510 is further used to switch the display from the first support widget to a second support widget corresponding to the second tactical mode.

[0216] In some embodiments, the plurality of related virtual objects each correspond to different offensive and defensive capabilities, and the apparatus further includes the following parts.

[0217] The acquisition module 1530 is used to acquire a tactical strategy corresponding to the first tactical mode, the tactical strategy including a plurality of positions and a standard action corresponding to each of the plurality of positions, with offensive and defensive conditions associated with each of the plurality of positions.

[0218] The decision module 1540 is used to determine the relationship between the reference action corresponding to the nth position and the i-th related virtual object in response to the fact that the offensive and defensive capabilities corresponding to the i-th related virtual object among the plurality of related virtual objects match the offensive and defensive conditions corresponding to the n-th position among the plurality of positions. i and n are positive integers.

[0219] The generation module 1550 is used to generate a tactical behavior tree corresponding to the first tactical mode, based on the relationships between the plurality of related virtual objects and the plurality of standard battle actions.

[0220] In some embodiments, the acquisition module 1530 is used to acquire an action behavior tree corresponding to each of the plurality of associated virtual objects, the action behavior tree corresponding to the associated virtual object includes a plurality of battle behavior branches during a virtual battle of the associated virtual object, and the plurality of battle behavior branches are tagged with different weight values.

[0221] The decision module 1540 is used to determine the offensive and defensive capabilities corresponding to the associated virtual object based on the action type corresponding to the action branch with the highest weight value among the multiple action branches.

[0222] In some embodiments, the acquisition module 1530 is used to acquire a tactical behavior tree corresponding to the first tactical mode in response to receiving a selection operation for the first tactical mode, the tactical behavior tree which includes the relationships between the plurality of related virtual objects and the plurality of reference battle actions, an action behavior tree corresponding to each of the plurality of related virtual objects which includes a plurality of battle action branches during the virtual battle of the related virtual object, and a target battle action branch in the action behavior tree corresponding to the m-th related virtual object based on the relationship between the m-th related virtual object and the reference battle action corresponding to the p-th position in the tactical behavior tree. The target battle action branch corresponds to the reference battle action corresponding to the p-th position, where m and p are positive integers.

[0223] The display module 1510 further displays that the m-th related virtual object is located at the p-th position based on the target battle action branch, and displays an animation of the m-th related virtual object performing the battle action corresponding to the target battle action branch.

[0224] In some embodiments, the receiving module 1520 further receives selection operations for a third tactical mode corresponding to the first tactical mode and target battle conditions.

[0225] The display module 1510 further displays that, in the process of conducting a virtual battle based on the first tactical mode in response to the selection operation, the plurality of related virtual objects automatically switch from the first tactical mode to the third tactical mode to conduct a virtual battle with the battle virtual object in response to the battle situation matching the target battle conditions.

[0226] As described above, in the virtual object interaction device provided in this embodiment, when the first virtual object and multiple related virtual objects are playing against a battle virtual object and receive a selection operation for a first tactical mode, the multiple related virtual objects take positions according to the deployment rules corresponding to the first tactical mode and execute a standard battle action corresponding to the first tactical mode. Since the related virtual objects take positions and act based on the tactical mode selected by the player, it becomes possible to match the behavior patterns of the related objects to the player's current tactical requirements, thereby improving the degree of cooperation between the player and the multiple virtual objects. Furthermore, if a battle support operation is received during a battle, the target related object among the multiple related virtual objects stops executing the standard battle action, adjusts its position, and supports the first virtual object in the battle from its latest adjusted position. In other words, the target related object can be adjusted in real time based on the player's battle support operation, thereby providing the player with better support in line with the player's current operational strategy and further improving the degree of cooperation between the player and the multiple virtual objects. Furthermore, the system allows for the adjustment of related virtual characters to match the player's actions with simple battle support operations, avoiding the need for the player to perform complex operational adjustments on the primary virtual object in order to utilize the related virtual object. This improves the efficiency of human-computer interaction and reduces the overhead on computer operation resources.

[0227] In the above embodiment, only examples of virtual object interaction devices divided into the above-described functional modules have been explained. However, in actual operation, the above functions may be distributed and performed by different functional modules as needed. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the functions described above. Furthermore, since the virtual object interaction device provided in the above embodiment belongs to the same concept as the embodiment of the virtual object interaction method, please refer to the method embodiment for details of the specific implementation process, and it will not be explained again here.

[0228] Figure 17 is a structural block diagram of a terminal 1700 provided in an exemplary embodiment of the present application. The terminal 1700 may be, for example, a smartphone, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The terminal 1700 may also be referred to by other names such as user device, mobile terminal, laptop terminal, or desktop terminal.

[0229] Typically, terminal 1700 includes a processor 1701 and memory 1702.

[0230] The processor 1701 may include one or more processor cores, such as a 4-core processor or an 8-core processor. The processor 1701 can be implemented in at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1701 may include a host processor and a coprocessor. The host processor is a processor that processes data in an awakened state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1701 may have an integrated GPU (Graphics Processing Unit). The GPU is responsible for rendering and drawing content that needs to be displayed on the display. In some embodiments, the processor 1701 may include an AI (Artificial Intelligence) processor. This AI processor is used to process computational operations related to machine learning.

[0231] The memory 1702 may include one or more computer-readable storage media, which may be non-temporary. The memory 1702 may further include a high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1702 are used to store at least one instruction, which is executed by the processor 1701 to implement a virtual battle-based control method provided in the method embodiment of the present application.

[0232] In some embodiments, the terminal 1700 includes other component parts, but as those skilled in the art will understand, the structure shown in Figure 17 is not limiting to the terminal 1700 and may include more or fewer components than those shown, or combine several components, or have different component arrangements.

[0233] Optionally, the computer-readable storage medium may include read-only memory (ROM), random access memory (RAM), solid-state drives (SSD), or optical discs. Of these, random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The numbers in the embodiments of this application above are for illustrative purposes only and do not indicate any superiority or inferiority among the embodiments.

[0234] As those skilled in the art will understand, all or some of the steps of the above embodiments may be implemented by hardware or by instructing the relevant hardware with a program. The program may be stored in a computer-readable storage medium, which may be read-only memory, a magnetic disk, an optical disk, and the like.

[0235] The foregoing are merely selectable embodiments of the Application and do not limit it. Any modifications, equivalent substitutions, improvements, etc., made in the spirit and principles of the Application are all included within the scope of protection of the Application.

Claims

1. A method for interacting with virtual objects performed by a first device, The steps include displaying a first virtual object, multiple related virtual objects, and a battle virtual object in a virtual scene, In response to receiving a selection operation for a first tactical mode, the steps include displaying a first tactical deployment result corresponding to the first tactical mode, The process of conducting a virtual battle based on the first tactical mode includes the step of displaying a battle support animation in response to receiving an object support operation, The first virtual object is a virtual object that is master-controlled by the first account that has logged into the first device. The aforementioned plurality of related virtual objects are used in cooperation with the first virtual object to perform a virtual battle with the battle virtual object. The first tactical deployment result is used to instruct the plurality of related virtual objects to take positions according to the deployment rules of the first tactical mode and to perform standard combat actions corresponding to the first tactical mode. The aforementioned battle support animation includes an animation in which the target associated object among the plurality of associated virtual objects stops executing the reference battle action and moves from the first position to the second position, and at the second position assists the first virtual object in a virtual battle with the battle virtual object. How to interact with virtual objects.

2. In the process of conducting a virtual battle based on the first tactical mode, the step of displaying a battle support animation in response to receiving an object support operation is: In the process of conducting a virtual battle based on the first tactical mode, if the first virtual object meets the support conditions, the first support widget corresponding to the first tactical mode is displayed. The process includes the step of displaying the battle support animation in response to receiving a trigger operation on the first support widget. A method for interacting with virtual objects according to claim 1.

3. The first support widget corresponds to a first support action, and the first support action corresponds to a first offensive / defensive request. The step of displaying the battle support animation in response to receiving a trigger operation on the first support widget is: In response to receiving a trigger operation on the first support widget, the steps include: acquiring the offensive and defensive capabilities corresponding to each of the plurality of related virtual objects in the virtual scene; The process includes the step of displaying an animation in which, in response to the offensive and defensive capabilities of the target-related object matching the first offensive and defensive request, the target-related object stops executing the standard combat action, moves from the first position to the second position, and performs the first support action. The method for interacting with virtual objects according to claim 2.

4. The step of displaying the battle support animation in response to receiving a trigger operation on the first support widget is: In response to receiving a trigger operation on the first support widget, the steps include displaying a related object list including object icons corresponding to each of the plurality of related virtual objects, The steps include: displaying the battle support animation corresponding to the target-related object in response to receiving a trigger operation on the object icon corresponding to the target-related object; The method for interacting with virtual objects according to claim 2.

5. The interaction method for the virtual object further includes: The step includes displaying the success rate of the support corresponding to the associated virtual object at a first position of the object icon corresponding to the associated virtual object, The support success rate is the predicted probability that the associated virtual object will support the first virtual object and succeed in a virtual battle with the opposing virtual object. A method for interacting with virtual objects according to claim 4.

6. After the step of displaying the first tactical deployment result corresponding to the first tactical mode, further The process includes the step of switching and displaying the plurality of associated virtual objects from the first tactical deployment result to the second tactical deployment result in response to receiving a tactical switching operation, The second tactical deployment result corresponds to a second tactical mode that is different from the first tactical mode. A method for interacting with virtual objects according to any one of claims 1 to 5.

7. The first tactical mode is associated with a first support widget for triggering the display of the battle support animation. The interaction method for the virtual object further includes: The process includes the step of switching the display from the first support widget to a second support widget corresponding to the second tactical mode, The method for interacting with virtual objects according to claim 6.

8. Each of the aforementioned multiple related virtual objects corresponds to a different offensive and defensive capability. In response to receiving a selection operation for the first tactical mode, before the step of displaying the first tactical deployment result corresponding to the first tactical mode, A step of acquiring a tactical strategy corresponding to the first tactical mode, wherein the tactical strategy includes a plurality of positions and a standard action corresponding to each of the plurality of positions, and offensive and defensive conditions are associated with each of the plurality of positions. In response to the fact that the offensive and defensive capabilities corresponding to the i-th (where i is a positive integer) related virtual object among the plurality of related virtual objects match the offensive and defensive conditions corresponding to the n-th (where n is a positive integer) position among the plurality of positions, the step of determining the relationship between the reference match action corresponding to the n-th position and the i-th related virtual object, The step of generating a tactical behavior tree corresponding to the first tactical mode based on the relationships between the plurality of related virtual objects and the plurality of standard battle actions, A method for interacting with virtual objects according to any one of claims 1 to 7.

9. The interaction method for the virtual object further includes: A step of obtaining an action behavior tree corresponding to each of the plurality of associated virtual objects, wherein the action behavior tree corresponding to the associated virtual object includes a plurality of battle action branches during a virtual battle of the associated virtual object, and the plurality of battle action branches are tagged with different weight values. The step includes determining the offensive and defensive capabilities corresponding to the associated virtual object based on the action type corresponding to the action branch with the highest weight value among the multiple action branches, The method for interacting with virtual objects according to claim 8.

10. The step of displaying a first tactical deployment result corresponding to the first tactical mode in response to receiving a selection operation for the first tactical mode is: In response to receiving a selection operation for the first tactical mode, the steps include obtaining a tactical behavior tree corresponding to the first tactical mode, which includes the relationships between the plurality of related virtual objects and the plurality of reference battle actions; The steps include obtaining an action behavior tree corresponding to each of the multiple related virtual objects, which includes multiple match action branches of the related virtual object during a virtual match, A step of obtaining a target battle action branch in the action behavior tree corresponding to the m-th related virtual object, based on the relationship between the m-th related virtual object (where m is a positive integer) and the base battle action corresponding to the p-th position (where p is a positive integer) in the tactical behavior tree, wherein the target battle action branch corresponds to the base battle action corresponding to the p-th position. The steps include: displaying that the m-th associated virtual object is located at the p-th position based on the target battle action branch, and displaying an animation of the m-th associated virtual object performing a battle action corresponding to the target battle action branch, A method for interacting with virtual objects according to claim 8 or 9.

11. The interaction method for the virtual object further includes: The steps include: receiving a selection operation for a third tactical mode corresponding to the first tactical mode and target battle conditions in succession; The process of conducting a virtual battle based on the first tactical mode includes the step of indicating that, in response to the battle situation matching the target battle conditions, the plurality of related virtual objects automatically switch from the first tactical mode to the third tactical mode and engage in a virtual battle with the battle virtual object, A method for interacting with virtual objects according to any one of claims 1 to 10.

12. A display module for displaying a first virtual object in a virtual scene, multiple related virtual objects, and a battle virtual object, Includes a receiving module for receiving a selection operation for a first tactical mode, The first virtual object is a virtual object that is master-controlled by the first account that has logged into the first device. The aforementioned plurality of related virtual objects are used in cooperation with the first virtual object to perform a virtual battle with the battle virtual object. The display module is further used to display a first tactical deployment result corresponding to the first tactical mode in response to the selection operation. The first tactical deployment result is used to instruct the plurality of related virtual objects to take positions according to the deployment rules of the first tactical mode and to perform standard combat actions corresponding to the first tactical mode. The receiving module is further used to receive object support operations during the process of conducting a virtual battle based on the first tactical mode. The display module is further used to display battle support animations in response to the object support operation, The aforementioned battle support animation includes an animation in which the target associated object among the plurality of associated virtual objects stops executing the reference battle action and moves from the first position to the second position, and at the second position assists the first virtual object to perform a virtual battle with the battle virtual object. An interaction device for virtual objects.

13. The aforementioned display module is In the process of conducting a virtual battle based on the first tactical mode, if the first virtual object meets the support conditions, a display unit for displaying a first support widget corresponding to the first tactical mode is provided. The system includes a receiving unit for receiving trigger operations on the first support widget, The display unit is further used to display the battle support animation in response to a trigger operation on the first support widget. The virtual object interaction device according to claim 12.

14. The first support widget corresponds to a first support action, and the first support action corresponds to a first offensive / defensive request. The receiving unit is further used to receive trigger operations on the first support widget, The display unit is further used to obtain the offensive and defensive capabilities corresponding to each of the plurality of related virtual objects in the virtual scene in response to a trigger operation on the first support widget, and to display an animation in which the target related object stops executing the reference battle action, moves from the first position to the second position, and performs the first support action in response to the offensive and defensive capabilities of the target related object matching the first offensive and defensive request. The virtual object interaction device according to claim 13.

15. The receiving unit is further used to receive trigger operations on the first support widget, The display unit is further used to display a list of associated objects, including object icons corresponding to each of the plurality of associated virtual objects, in response to a trigger operation on the first support widget. The receiving unit is further used to receive trigger operations on object icons corresponding to the target-related objects, The display unit is further used to display the battle support animation corresponding to the target-related object in response to a trigger operation on the object icon corresponding to the target-related object. An interaction device for virtual objects according to any one of claims 12 to 14.

16. The display unit is further used to display the success rate of the support corresponding to the associated virtual object at the first position of the object icon corresponding to the associated virtual object. The support success rate is the predicted probability that the associated virtual object will support the first virtual object and succeed in a virtual battle with the opposing virtual object. The virtual object interaction device according to claim 15.

17. The receiving unit is further used to receive tactical switching operations. The display unit is further used to switch and display the plurality of related virtual objects from the first tactical deployment result to the second tactical deployment result in response to the tactical switching operation, wherein the second tactical deployment result corresponds to a second tactical mode different from the first tactical mode. An interaction device for virtual objects according to any one of claims 12 to 16.

18. A computer device comprising a processor and memory, wherein at least one program is stored in the memory, and the method of virtual object interaction described in any one of claims 1 to 11 is realized by loading and executing the at least one program by the processor. Computer equipment.

19. At least one program is stored, and the processor loads and executes the at least one program to realize the virtual object interaction method described in any one of claims 1 to 11. Computer-readable storage medium.

20. The method for interacting with virtual objects according to any one of claims 1 to 11 is realized when the computer command is executed by the processor, including a computer command. Computer program products.