Methods, devices, computer equipment, and computer programs for equipping virtual pieces.

The method of selecting virtual pieces and equipment directly for attachment in round-based chess games addresses inefficiencies and errors in existing equipment processes, enhancing the accuracy and speed of virtual piece equipping.

JP2026516576APending Publication Date: 2026-05-26TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-03-28
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

The existing methods for equipping virtual pieces in round-based chess games are inefficient and prone to errors due to the complexity of the equipment attachment process, particularly when multiple pieces are densely packed on the game board, leading to accidental touches and increased operational time.

Method used

A method and device for equipping virtual pieces that allows for rapid attachment by selecting a virtual piece and then selecting equipment to be attached, eliminating the need for dragging and reducing the risk of mis-touches, thereby improving efficiency and accuracy.

Benefits of technology

This approach simplifies the equipment attachment process, reducing operational costs and enhancing the accuracy of equipping virtual pieces, especially in densely populated game boards, thus improving human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a method, apparatus, computer equipment, and storage medium for equipping virtual pieces in the field of human-computer interaction. The method includes the steps of: (220) displaying a game board for a round-based chess game, the game board including a first virtual piece and a second virtual piece controlled by a first account, the second virtual piece being equipped with a first piece; (240) displaying the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece; and (260) removing the first piece from the second virtual piece and equipping the first piece in response to a second selection operation for selecting the first piece in the equipment slot. The method enables fixed-point attachment of equipment to virtual pieces, allowing for quick and accurate attachment of equipment to virtual pieces.
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Description

Technical Field

[0001] This application claims priority based on a Chinese patent application with an application number of 202310713768.2 filed on June 15, 2023, and an invention title of "Method, Device, Computer Equipment, and Storage Medium for Equipping Virtual Pieces", and incorporates all of its content by reference into the present invention.

[0002] Embodiments of the present invention relate to the field of human-computer interaction, and particularly to a method, device, computer equipment, and storage medium for equipping virtual pieces.

Background Art

[0003] The round-based chess game is a new type of chess game. After both sides of the battle place virtual pieces in the battle area of the battle chessboard (also called the battle chessboard), the game application automatically controls the virtual pieces of both sides on the battle chessboard to fight and displays the battle results.

[0004] In related technologies, regarding virtual pieces in round-based chess games, usually, an equipment mechanism is provided, that is, by adding equipment to virtual pieces, the virtual pieces can obtain stronger combat power. For example, in the process of equipping virtual piece A's equipment to virtual piece B, the player first removes the equipment from virtual piece A, then selects the removed equipment in the equipment bar, and finally drags the equipment to virtual piece B. The procedure of this process is complicated, and due to the large number of virtual pieces on the battle chessboard, it is easy to make a mis-touch during the dragging process, so the equipping efficiency of virtual piece equipment is not high.

Summary of the Invention

[0005] Embodiments of the present invention provide a method, device, computer equipment, and storage medium for equipping virtual pieces. The technical means are as follows.

[0006] In one embodiment, the present invention provides a method for equipping virtual pieces, performed by a client logged in with a first account, the method comprising: displaying a game board for a round-based chess game, the game board including a first virtual piece and a second virtual piece controlled by the first account, the second virtual piece being equipped with a first piece; displaying the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece; and removing the first piece from the second virtual piece and equipping the first piece with the first piece in response to a second selection operation for selecting the first piece of equipment in the equipment slot.

[0007] In another embodiment, the present invention provides a device for equipping virtual pieces, comprising a display module and an attachment module, wherein the display module displays a game board for a round-based chess game, the game board includes a first virtual piece and a second virtual piece controlled by a first account, the second virtual piece is equipped with a first piece, the display module displays the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece, and the attachment module removes the first piece from the second virtual piece and attaches the first piece to the first virtual piece in response to a second selection operation for selecting the first piece in the equipment section.

[0008] In another embodiment, the present invention provides a computer device comprising a processor and memory storing at least one program, wherein the at least one program is loaded and executed by the processor to implement the method of mounting the virtual piece described in the above embodiment.

[0009] In another embodiment, the present invention provides a computer-readable storage medium in which at least one program is stored, the program being loaded and executed by a processor to implement the method of mounting the virtual piece described in the above embodiment.

[0010] In another embodiment, the present invention provides a computer program product having at least one program stored in it, wherein the program is loaded and executed by a processor to implement the method of mounting the virtual piece described in the above embodiment.

[0011] The technical means according to the embodiments of the present invention provide at least the following advantageous effects.

[0012] During the process of attaching virtual pieces, simply selecting a virtual piece allows the user to select the equipment to be attached to that virtual piece in the equipment slot, enabling rapid attachment of virtual pieces and avoiding the redundant procedure of first removing the equipment, selecting the equipment, and then dragging it to attach it. This reduces operational costs and improves the efficiency of attaching virtual piece equipment. Furthermore, when virtual pieces are densely packed on the game board, it effectively avoids accidental touches that easily occur when dragging equipment to virtual pieces, ensuring accurate attachment of virtual piece equipment and thus improving the accuracy of attaching virtual piece equipment. [Brief explanation of the drawing]

[0013] [Figure 1] This is a schematic diagram of a round-based chess-like game interface according to one exemplary embodiment of the present invention. [Figure 2] This is a block diagram of the configuration of a computer system according to one exemplary embodiment of the present invention. [Figure 3] This is a schematic diagram of the interface for the method of equipping virtual pieces in related technologies. [Figure 4] This is an interface diagram of a method for mounting virtual pieces according to one exemplary embodiment of the present invention. [Figure 5] This is a schematic diagram of the interface for a method of mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 6]This is a flowchart of a method for mounting a virtual piece according to one exemplary embodiment of the present invention. [Figure 7] This is a schematic diagram of the interface for a method of mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 8] This is a schematic diagram of the interface for a method of mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 9] This is a flowchart of a method for mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 10] This is a schematic diagram of the interface of an equipment section according to one exemplary embodiment of the present invention. [Figure 11] This is a schematic diagram of the interface for a method of mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 12] This is a schematic diagram of the interface for a method of mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 13] This is a flowchart of a method for mounting virtual pieces according to another exemplary embodiment of the present invention. [Figure 14] This is a block diagram of the configuration of a mounting device for equipping virtual pieces according to one exemplary embodiment of the present invention. [Figure 15] This is a block diagram of a terminal according to one exemplary embodiment of the present invention. [Modes for carrying out the invention]

[0014] To further clarify the object, technical means, and advantages of the present invention, embodiments of the present invention will be described in more detail below with reference to the drawings.

[0015] First, let's explain the terminology used in the embodiments of this invention.

[0016] Round-based chess-like game: A board game where, before a chess match, "pieces" (virtual pieces) are pre-arranged in a layout so that during the match, the "pieces" can automatically engage in the match according to the pre-arranged layout. The "pieces" are usually represented by virtual characters, and during the match, the virtual characters automatically activate various skills to engage in the match. The match is usually conducted in a round-based format. When all the "pieces" of one of the participating players in the match have fallen (i.e., the life value of the virtual character has become zero), that player loses the match for this round. In some embodiments, both sides of the match have "piece-type characters" for the game session and set virtual characters (chess players) representing the users participating in the match for each side. The virtual character cannot move as a "piece" to the combat area or the reserve area, and a life value (or hit points) is also set for the virtual character. The life value of the virtual character decreases accordingly (losing the match) or remains unchanged (winning the match) depending on the result of each game session. When the life value of the virtual character drops to zero, the user corresponding to the virtual character withdraws from the match, and the remaining users continue the match. Preferably, the round-based chess-like game includes an auto battler (also called auto chess).

[0017] Auto battler: A round-based chess-like game, which is a round-based competitive game with eight participants where hero cards can be exchanged within a game session. There are a total of eight players in the game, and each occupies one chessboard. Each round has two stages: a preparation stage and a combat stage. In the preparation stage, the user purchases virtual pieces (heroes) at the store and takes positions on the chessboard. In the combat stage, the lineups of both sides are locked, and the virtual pieces automatically engage in combat until all the virtual pieces of one side have fallen. If all the pieces are destroyed, that side loses the round, and a certain number of hit points of the player are deducted. The rounds are repeated until the player's life value ≤ 0 and the player is disqualified, and new opponents are matched. The last remaining player wins the game (1st place), and the other players determine their rankings based on the hit points at the time they fell (2nd - 8th place).

[0018] Game Board: In the battle interface of a round-based chess-like game, it is the area for preparing and conducting battles. This game board can be any of a two-dimensional virtual game board, a 2.5-dimensional virtual game board, or a three-dimensional virtual game board, and the embodiments of the present invention are not limited thereto. The game board is divided into a battle area and a reserve area.

[0019] Battle Area: In an auto-battler, it is the place where the heroes (virtual pieces) of both sides fight. In the preparation stage, it is divided into the player's position and the enemy's position. In the preparation stage, the player can place the acquired heroes in the player's position. In the battle stage, the positions of both sides merge to form a complete battle area, and the heroes of both sides conduct automatic battles in this battle area. There is a limit to the number of virtual pieces that can be placed in the battle area. The limit is determined by factors such as the player's level and special items.

[0020] The battle area includes several piece positions of the same size, which are for placing the battle pieces participating in the battle during the battle.

[0021] Reserve Area: In an auto-battler, it is the area for storing the player's extra heroes (virtual pieces). The heroes in the reserve area do not participate in the battle, but after the battle (in the preparation stage), they can appear in the player's position area by the player's operation and become the heroes participating in the battle in the next round. The role of the reserve area is to provide the player with an additional storage area for the combination and synergy of the auto-battler's heroes, etc.

[0022] The reserve area includes several candidate piece positions, which are for placing the candidate pieces that do not participate in the battle during the battle and are dragged and placed in the battle area in the preparation stage.

[0023] Regarding the arrangement of piece positions in the battle area, in some embodiments, the battle area contains n (rows) × m (columns) piece positions. For example, n is an integer multiple of 2, and two adjacent rows of piece positions are aligned, or two adjacent rows of piece positions are arranged in a staggered pattern. The battle area is also divided equally in the column direction into one side's battle area and the opponent's battle area, and the users participating in the match are positioned above and below the battle interface, respectively. In the preparation phase, users can only place pieces in their own battle area. In other embodiments, the battle area is divided equally in the row direction into one side's battle area and the opponent's battle area, and the users participating in the match are positioned to the left and right of the battle interface, respectively. The shape of the piece positions may be square, rectangular, circular, or hexagonal, and embodiments of the present invention are not limited to the shape of the piece positions.

[0024] In some embodiments, the piece positions are always displayed on the board, while in other embodiments, the piece positions are displayed when the user places their pieces and are hidden after the pieces have been placed.

[0025] For example, as shown in Figure 1, the game board 11 in the game interface includes a preparation area 111 and a battle area 112. Here, the player's battle area in the battle area 112 includes 3 x 7 piece positions, the shape of the piece positions is hexagonal, and the piece positions in two adjacent rows are arranged in a staggered pattern. The preparation area 111 includes 9 candidate piece positions.

[0026] Virtual Pieces: In round-based chess-like games, virtual objects placed on the board include combat pieces, candidate pieces, and pieces sold in the store. Here, combat pieces include pieces located in the combat area, and candidate pieces include pieces located in the preparation area. Virtual pieces may also be virtual characters, virtual people, virtual animals, anime characters, etc., and virtual pieces may be represented using 3D models.

[0027] Preferably, the positions of the combat pieces on the board may be changed. During the preparation phase, the user can adjust the positions of virtual pieces in the combat area, adjust the positions of virtual pieces in the preparation area, move virtual pieces located in the combat area to the preparation area (if there are empty positions for potential pieces in the preparation area), or move virtual pieces located in the preparation area to the combat area. During the combat phase, the positions of virtual pieces located in the preparation area may also be adjusted.

[0028] Preferably, in the combat phase, the positions of the virtual pieces within the combat area are different from those in the preparation phase. In the combat phase, the game application automatically controls the movement and battle of the virtual pieces within the combat area. For example, in the combat phase, a virtual piece can automatically move from an allied combat area to an enemy combat area and attack an enemy virtual piece. Alternatively, a virtual piece can automatically move from position A in an allied combat area to a different position B in an allied combat area.

[0029] Furthermore, during the preparation phase, virtual pieces can only be placed within the friendly combat area (the player's own deployment area).

[0030] Regarding the method of obtaining combat pieces, in some embodiments, users can purchase virtual pieces from the store using coins during the preparation phase of a match.

[0031] In some embodiments, the player virtual character is used to represent a user participating in a match. This virtual character may be a virtual person, a virtual animal, an anime character, etc., and in the following embodiments, this virtual character will be referred to as the player virtual character or user virtual character.

[0032] For example, as shown in Figure 1, the combat area 112 displays the first combat piece 111a, the second combat piece 111b, and the third combat piece 111c, while the preparation area 111 displays the first candidate piece 112a, the second candidate piece 112b, and the third candidate piece 112c. A player virtual character 113 is displayed next to the combat area and the preparation area.

[0033] Attributes: In round-based chess-like games, each virtual piece has its own attributes. These attributes include at least two of the following: the faction to which the virtual piece belongs (e.g., Alliance A, Alliance B, neutral, etc.), the type of virtual piece (e.g., warrior, archer, wizard, assassin, guard, swordsman, musketeer, fighter, etc.), the type of attack of the virtual piece (e.g., magic, physical, etc.), and the identity of the virtual piece (e.g., noble, demon, spirit (elf), etc.). However, embodiments of the present invention are not limited to specific types of attributes. Preferably, each virtual piece has at least two types of attributes, and the equipment carried by the virtual piece can enhance the attributes of the virtual piece.

[0034] Synergy (also known as Bonds): An auto-battle mechanism used to enhance combat effects when a player selects a specific virtual piece. Synergy not only improves the game's playability but also stimulates players' passion and challenge in the game.

[0035] For example, the synergy mechanism of an autobattler may be based on the following three methods:

[0036] Character Type Synergy: This type of synergy is active when a player has multiple pieces of the same character type. For example, having three Orc pieces increases the slowing effect of skills, and having six Elf pieces allows Elf skills to be activated an additional time.

[0037] Character Attack Type Synergy: This type of synergy is active when a player has multiple virtual pieces of the same character attack type. For example, having two wizard pieces increases skill damage, and having four wizard pieces allows you to enhance skills while ignoring enemy defense.

[0038] Character Combination Synergy: This type of synergy is active when a player possesses all the virtual pieces for a single character combination. For example, having virtual pieces A, B, and C increases skill damage, and having virtual pieces A, B, C, and D enhances skills while ignoring enemy defense.

[0039] Synergies are activated when units participate in combat. The more units with the same synergy that are present in the combat zone, the stronger the synergy's effect. (Synergies level up; every N units placed increase the level by one, and the added strength increases to a certain level. If the number of participants has not reached a certain level, it does not affect the strength.)

[0040] Synergy effects can enhance the attributes and skills of pieces, making them more powerful and effective. To increase synergy and improve the team's combat capabilities, players can select and combine pieces appropriately. Therefore, the synergy mechanism is a very important part of auto-battle games.

[0041] For example, in a combat zone, if different virtual pieces have related attributes (including different virtual pieces having the same attribute, or different virtual pieces having complementary types of attributes), and the number of such pieces reaches a certain threshold (also known as synergy), then the virtual pieces with that attribute, or all virtual pieces in the combat zone, can gain a benefit from that attribute. For example, if two pieces with the warrior attribute are simultaneously in the combat zone, all combat pieces gain a 10% increase in defense; if four pieces with the warrior attribute are simultaneously in the combat zone, all combat pieces gain a 20% increase in defense; and if three pieces with the spirit attribute are simultaneously in the combat zone, all combat pieces gain a 20% increase in evasion chance.

[0042] The Store is a place in the game where users can purchase virtual pieces (heroes) using virtual resources (coins) within the game. Typically, the Store contains five randomly selected heroes (some may be duplicates), and it has levels; the higher the level, the higher the probability of obtaining higher-level heroes. Usually, the initial level of the Store is 1-3 (this may vary depending on the Auto Battler game), and users can upgrade the Store using coins.

[0043] User Interface (UI) controls are visible or invisible controls or elements in the user interface of an application program, such as images, input boxes, text boxes, buttons, and labels. For example, if a UI control is invisible, the user can trigger it by triggering a specified area in the user interface. UI controls can be responsive to user actions, such as a purchase control that buys a corresponding piece in response to a user's purchase action, or an upgrade control that increases the store level.

[0044] Figure 2 is a block diagram of the configuration of a computer system according to one exemplary embodiment of the present invention. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.

[0045] The first terminal 110 installs and runs a client 111 that supports a virtual environment. Client 111 may be a client for a round-based chess game program. When the first terminal is running client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may also be a client for an auto-battle game. The first terminal 110 is the terminal used by the first user 112. In the preparation phase of a game, the first user uses the first terminal 110 to place pieces in the battle area of ​​the chessboard, and in the battle phase, the first terminal 110 or server 120 automatically controls the pieces in the battle area according to the attributes, skills, and placement of the pieces to play the game. In embodiments of the present invention, terminals may also be called terminal devices, and computer devices in embodiments of the present invention may be implemented as terminal devices. A virtual environment means a virtual scene displayed or provided by client 111 at runtime. The virtual environment may be a simulation environment of a real environment, a semi-simulation / semi-fiction environment, or a pure fiction environment. A virtual environment may include at least one of the following: a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment.

[0046] The second terminal 130 installs and runs a client that supports the virtual environment. Client 131 may be a client for a round-based chess game program. When the second terminal 130 is running client 131, the user interface of client 131 is displayed on the screen of the second terminal 130. This client may also be a client for an auto-battle game. The second terminal 130 is the terminal used by the second user 113. In the preparation phase of a game, the second user uses the second terminal 130 to place combat pieces in the battle area of ​​the chessboard, and the second terminal 130 or the server 120 automatically controls the combat pieces in the battle area according to their attributes, skills, and placement during the battle phase.

[0047] Preferably, the combat pieces placed by the first user via the first terminal 110 and the combat pieces placed by the second user via the second terminal 130 are placed in different combat areas on the same board, that is, the first user and the second user are on the same board in the same game. Alternatively, the combat pieces placed by the first user via the first terminal 110 and the combat pieces placed by the second user via the second terminal 130 are placed on different boards, that is, the first user and the second user are on different boards in the same game. In one preferred embodiment, one game of a round-based chess-like game is played jointly by eight user accounts, and in each round, two of the eight user accounts are matched, and the two matched user accounts play against each other on the same board in that round.

[0048] Preferably, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can mean one of a plurality of terminals, and the second terminal 130 can mean another of a plurality of terminals. In this embodiment, only the first terminal 110 and the second terminal 130 will be described as an example. The first terminal 110 and the second terminal 130 may or may not be of the same device type. The device type includes at least one of the following: smartphone, tablet computer, e-book reader, MP3 (Moving Picture Experts Group Audio Layer III) player, MP4 (Moving Picture Experts Group Audio Layer IV) player, smart robot, in-vehicle terminal, laptop computer, and desktop computer. The following examples will describe an embodiment in which the terminal includes a smartphone.

[0049] The number of terminals may be more or less. For example, there may be one terminal (where a user plays against artificial intelligence), or there may be eight terminals (1v1v1v1v1v1v1v1, i.e., eight users play against each other in group matches and tournaments to determine a winner), or even more. Embodiments of the present invention are not limited to the number of terminals or the type of devices.

[0050] Although only two terminals are shown in Figure 2, in different embodiments, there may be multiple other terminals 140 that can access the server 120. Preferably, one or more terminals 140 correspond to a developer who has installed a client development and editing platform that supports a virtual environment on the terminal 140, and the developer can edit and update the client on the terminal 140 and send the updated client installation package to the server via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 and update the client.

[0051] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 via a wireless or wired network.

[0052] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, or a virtualization center. Server 120 is used to provide backend services to clients that support the virtual environment (clients for round-based chess games / clients for auto-battle games). Preferably, Server 120 performs primary calculations and the terminal performs secondary calculations. Alternatively, Server 120 performs secondary calculations and the terminal performs primary calculations. Alternatively, Server 120 and the terminal perform collaborative computing using a distributed computing architecture.

[0053] For example, server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user input / output interface (I / O interface) 125. Here, the processor 122 loads instructions stored in server 120 and processes data from the user account database 123 and the battle service module 124. The user account database 123 stores data for user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the user account's profile picture, the user account's nickname, the user account's combat power index, and the service area where the user account is located. The battle service module 124 provides multiple battle rooms for conducting battles. The user I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 via a wireless or wired network and exchange data.

[0054] In some embodiments, there is a common rule in round-based chess-like games, namely, that the performance of virtual pieces in a match is improved by equipping them with gear. Figure 3 is a schematic diagram of the interface for equipping virtual pieces in the related technology. As shown in Figure 3, the match interface 10 displays a match board 17, which includes friendly virtual pieces 11 and enemy virtual pieces 16 during the match. Above the friendly virtual piece 11, the friendly virtual piece's life bar 13 is displayed. In the upper left of the match interface 10, the gear 12 in the gear slot is displayed. After the player selects gear 12, they drag gear 12 to the position of friendly virtual piece 11. As shown in Figure 3, when gear 12 is dragged to position 12b of friendly virtual piece 11 via an intermediate position 12a, gear information card 14 is displayed in the match interface 10. Gear information card 14 displays the name of the gear 12 to be equipped, the function of gear 12, and the name of the friendly virtual piece 11. After the player releases their hand, equipment 12 is attached to the allied virtual piece 11, and the equipment icon 15 of equipment 12 is displayed in front of the allied virtual piece's health bar 13. If the player wants to remove equipment 12 from the allied virtual piece 11, a remover 16 must be present in the equipment slot in order to remove the equipment. That is, the player drags the remover 16 from the equipment slot onto the allied virtual piece 11 to remove equipment 12, and the equipment icon 15 of equipment 12 disappears in front of the allied virtual piece's health bar 13.

[0055] In the process of attaching equipment to friendly virtual pieces by dragging, if there are multiple virtual pieces densely arranged on the game board, mis-touches are likely to occur, meaning equipment is attached to the wrong virtual piece, reducing the efficiency of equipping virtual pieces in a game and thus reducing the efficiency of human-computer interaction. Furthermore, in related technologies, the step of switching equipment between virtual pieces involves first removing the equipment from virtual piece A, and then dragging the equipment removed from virtual piece A to virtual piece B using the method shown in Figure 3. This process is cumbersome, increases the time required to attach equipment, extends the time the player has to place pieces, reduces the efficiency of piece placement, and lowers the efficiency of the game.

[0056] Figure 4 is an interface diagram of a method for equipping virtual pieces according to one exemplary embodiment of the present invention. In the battle interface 20, the battle board is divided into a friendly area 28 (i.e., the player's formation area) and an enemy area 29, with the friendly area 28 containing virtual pieces A21 and B22. An equipment slot 23 is displayed in the upper left of the battle interface 20, and in normal mode (i.e., mode in which no virtual pieces for equipping are selected), tapping an equipment in the equipment slot 23 displays an information card for that equipment. For example, tapping an equipment in the equipment slot 23 displays an information card 25 for the equipment 24, which includes the name of the equipment 24 and a description of the equipment. When equipping virtual piece A21, tapping virtual piece A21 highlights the position 26 of the selected virtual piece A21 to indicate that virtual piece A21 is selected. Next, when you tap equipment 24 in equipment slot 23, it will be attached to virtual piece A21, and an identification icon 27 for equipment 24 will appear above virtual piece A21, indicating that the attachment of virtual piece A21 to equipment 24 is complete.

[0057] Figure 5 is a schematic diagram of the interface for a method of equipping virtual pieces according to another exemplary embodiment of the present invention. In the battle interface 30, the battle board is divided into a friendly area 38 and an enemy area 39. The friendly area 38 includes virtual pieces A31 and B32, and above virtual piece B32, an identification icon 34 for equipment 35 is displayed to indicate that virtual piece B32 is equipped with the equipment. An equipment slot 33 is displayed in the upper left of the battle interface 30. When placing virtual piece A31, tap virtual piece A to highlight the position 36 of the selected virtual piece A31 to indicate that virtual piece A31 is selected. The equipment 35 attached to virtual piece B32 is newly displayed in the equipment slot 33. When equipment 35 is tapped in the equipment slot 33, equipment 35 is attached to virtual piece A31. The identification icon 34 for equipment 35 is displayed above virtual piece A31, and the same identification icon 34 is hidden above virtual piece B32, completing the switch of equipment 35 from virtual piece B32 to virtual piece A31.

[0058] As can be seen from Figures 4 and 5, the method according to the embodiment of the present invention enables the rapid and accurate attachment of equipment to the first virtual piece by selecting a first virtual piece and selecting equipment to be attached to the first virtual piece via the equipment section, enables convenient switching between virtual pieces with different equipment, shortens the equipment attachment time, and improves the efficiency of human-computer interaction.

[0059] Referring to the above-mentioned introduction to a round-based chess game and description of the implementation environment, the method for equipping and mounting virtual pieces according to an embodiment of the present invention will be explained. The explanation will be based on the example that the implementing entity of this method is the terminal shown in Figure 2, or a client running on the terminal. The client running on the terminal is a client of an application program, and the application program is a program for a round-based chess game.

[0060] Figure 6 is a flowchart of a method for equipping virtual pieces according to one exemplary embodiment of the present invention. The method may be performed by any of the terminals shown in Figure 2 above, or by a client operating on any of the terminals. The client is a client for a round-based chess game, and the user is logged into the client with a first account. The method includes the following steps:

[0061] Step 220: Display the game board for a round-based chess-type game.

[0062] The game board refers to the area used for preparing and executing a game in the game interface of a round-based chess game. The game board is divided into a battle area and a preparation area. The battle area is used to place the virtual pieces that will participate in the game of a round-based chess game, while the preparation area is for storing any extra virtual pieces.

[0063] As an example, the interface for a round-based chess game displays the game board for the round-based chess game. The game board includes a first virtual piece and a second virtual piece controlled by a first account, with the second virtual piece equipped with the first equipment. The first account refers to the user account currently logged into the client, and this user account may refer to the account registered by the user for the round-based chess game. The first virtual piece may refer to any virtual piece provided by the round-based chess game, and the second virtual piece may refer to another virtual piece provided by the round-based chess game, which is different from the first and second virtual pieces. The first equipment may refer to any virtual equipment provided by the round-based chess game, which can change the attributes, appearance, etc., of the virtual piece.

[0064] For example, as shown in Figure 5, the battle interface 30 displays a game board for a round-based chess-like game that includes an allied area 38 and an enemy area 39, the game board including a first virtual piece (e.g., virtual piece A31) controlled by a first account and a second virtual piece (e.g., virtual piece B32) equipped with a first piece of equipment (e.g., equipment 35).

[0065] Preferably, the game board may further include other virtual pieces controlled by the first account (not exceeding the upper limit of the number of playable virtual pieces), all virtual pieces in the combat area are called combat pieces, and all virtual pieces in the preparation area are called candidate pieces. The first and second virtual pieces mentioned above may mean combat pieces.

[0066] Step 240: In response to the first selection operation to select the first virtual piece, the first virtual piece is displayed in a selected state.

[0067] The first selection operation is the operation of selecting a virtual piece. The first selection operation can be implemented as at least one of a tap operation, a double tap operation, a voice operation, a pressure touch operation, gaze control, and posture control, and embodiments of the present invention are not limited to these. Preferably, operations according to embodiments of the present invention can be triggered by the terminal's display (such as a touch display) or an external device (such as a mouse, keyboard, or stick). For example, a tap operation can be triggered by the terminal's touch display, and posture control can be triggered by an external device of the terminal.

[0068] For example, if the first selection operation is a tap operation, in response to the user's first tap operation on the first virtual piece, the client displays the first virtual piece in a selected state. Here, the selected state means that the virtual piece is selected, and the user can perform related operations on the first virtual piece in a selected state, such as moving it, equipping it, and viewing its information.

[0069] In one example, the client indicates that the first virtual piece is selected by highlighting the first virtual piece in a selected state. The first virtual piece in a selected state can be represented as at least one of the following: the first virtual piece highlighted in color, the first virtual piece with thickened outlines, the first virtual piece with diagonal lines, the first virtual piece displaying animation, the first virtual piece displaying the action of the character corresponding to the virtual piece, the first virtual piece playing sound effects, the piece position where the first virtual piece is located highlighted in color, the piece position where the first virtual piece is located with thickened lines, or the piece position where the first virtual piece is located with diagonal lines.

[0070] For example, as shown in Figure 5, in response to a first selection operation on the first virtual piece (virtual piece A31), the client highlights the position 36 of the selected first virtual piece to indicate that the first virtual piece is selected.

[0071] Preferably, if the equipment slot is not displayed on the battle interface, the client displays the equipment slot in response to a first selection operation for the first virtual piece. Here, the equipment slot is used to display the equipment owned by the first account in the game battle, for example, the equipment slot is used to display equipment that has already been equipped and equipment that has not been equipped. Embodiments of the present invention are not limited to the display position and display style of the equipment slot. For example, as shown in Figure 4, the client displays the equipment slot 23 in the upper left of the battle interface 20 and lists each piece of equipment in the equipment slot 23.

[0072] Alternatively, if an equipment slot is displayed in a state where equipment selection is unavailable on the battle interface, the equipment slot is switched to an equipment selection state in response to a first selection operation for selecting a first virtual piece. An equipment selection state means that equipment in the equipment slot can be selected, and an equipment selection unavailable state means that equipment in the equipment slot cannot be selected. Preferably, to distinguish it from an equipment slot in an equipment selection unavailable state, the client highlights the equipment slot in an equipment selection state, for example, the client may switch the equipment slot from a gray state (equipment selection unavailable state) to a highlighted state (equipment selection available state), or switch the equipment in the equipment slot from a gray state to a highlighted state, but embodiments of the present invention are not limited thereto.

[0073] Alternatively, if the equipment slot only displays equipment belonging to the first account and not attached to any virtual pieces on the game board, in response to the first selection operation to select the first virtual piece, the client adds and displays equipment attached to virtual pieces other than the first virtual piece in the equipment slot. Or, as shown in Figure 5, if the equipment slot 33 displays only unattached equipment, in response to the first selection operation to select the first virtual piece (virtual piece A31), the client adds and displays equipment 35 attached to the second virtual piece (virtual piece B32) in the equipment slot 33.

[0074] Preferably, the equipment slots include a first equipment slot and a second equipment slot. In response to a first selection operation for selecting a first virtual piece, the client displays the first and second equipment slots in an equipment-selectable state. Here, the first equipment slot is used to display first candidate equipment belonging to the first account and not equipped to any virtual piece. Each piece of equipment in the first equipment slot in an equipment-selectable state is in a selectable state, and the first candidate equipment means equipment that is not equipped. The second equipment slot is used to display second candidate equipment belonging to the first account and equipped to virtual pieces other than the first virtual piece, and the second candidate equipment includes the first equipment, each piece of equipment in the second equipment slot in an equipment-selectable state is in a selectable state, and the second candidate equipment means equipment that is already equipped. According to the first and second equipment fields, equipped and unequipped items can be effectively distinguished, allowing for a quick decision on whether to perform an equipment installation process or an equipment switching process, thereby improving the efficiency of human-computer interaction.

[0075] In one example, the client displays a first equipment slot, and in response to a first selection operation to select a first virtual piece, the client displays an additional second equipment slot and switches both the first and second equipment slots from an unselectable state to an selectable state.

[0076] Step 260: In response to the second selection operation to select the first equipment in the equipment slot, the first equipment is removed from the second virtual piece and the first equipment is attached to the first virtual piece.

[0077] The second selection operation is the action of selecting equipment. The second selection operation can be implemented as at least one of tap operation, double tap operation, voice operation, pressure touch operation, gaze control and posture control, and embodiments of the present invention are not limited to these.

[0078] For example, if the second selection operation is a tap operation, the client will respond to the second tap operation to select the first equipment slot in the equipment slot by hiding the first equipment on the second virtual piece and displaying the first virtual piece that is equipped with the first equipment. In other words, the first equipment equipped on the second virtual piece will be transferred to the first virtual piece. By setting the first and second selection operations to tap operations, the selection of virtual pieces and equipment can be made simpler compared to drag operations, and the efficiency of equipping virtual pieces can be effectively improved.

[0079] For example, as shown in Figure 5, when the first equipment slot (equipment 35) in the equipment slot 33 is tapped, the first equipment is attached to the first virtual piece (virtual piece A31), the identification icon 34 of the first equipment slot is displayed above the first virtual piece, the identification icon 34 is hidden above the second virtual piece (virtual piece B32), and the transition of the first equipment from the second virtual piece to the first virtual piece is completed.

[0080] Preferably, the equipment slots include a first equipment slot and a second equipment slot. In response to a second selection operation to select the first equipment slot within the second equipment slot, the first equipment is removed from the second virtual piece and the first equipment is attached to the first virtual piece. Here, the first equipment slot is used to display first candidate equipment belonging to the first account and not attached to any virtual piece. The second equipment slot is used to display second candidate equipment belonging to the first account and attached to a virtual piece other than the first virtual piece, and the second candidate equipment includes the first equipment.

[0081] In other words, after the first virtual piece is selected by the first selection operation, the first equipment attached to the second virtual piece is displayed in the second equipment slot, and the first equipment is transferred from the second virtual piece to the first virtual piece by the second selection operation on the first equipment in the second equipment slot.

[0082] In some embodiments, after the transition from the second virtual piece of the first equipment to the first virtual piece is achieved, the equipment of the first virtual piece can be terminated by tapping an empty area on the game board or by tapping the first virtual piece again. That is, after equipping the first virtual piece, the first virtual piece is displayed in an unselected state in response to a third selection operation for selecting an empty area on the game board. The unselected state means that the virtual piece is not selected, and the first virtual piece in an unselected state cannot be operated on by the user. Alternatively, after equipping the first virtual piece, the first virtual piece is displayed in an unselected state in response to a first selection operation for selecting the first virtual piece again. Here, the third selection operation is an operation to cancel the selection of the virtual piece. The third selection operation can be implemented as at least one of a tap operation, a double tap operation, a voice operation, a pressure touch operation, eye-tracking control, and posture control. The third and first selection operations allow for quick switching of virtual pieces from their selected state and completion of equipping virtual pieces, thereby improving the efficiency of human-computer interaction.

[0083] For example, as shown in Figure 7, the battle interface 40 displays the equipped first virtual piece 41, and above it, an identification icon 43 for the equipped item is displayed. The piece position 46 where the first virtual piece 41 is located is displayed in bold to indicate that the first virtual piece 41 is selected. In response to the user tapping an empty area 45 on the battle board (an area on the battle board that does not have a virtual piece or an area outside the battle board) or tapping the first virtual piece 41 again, the client displays the first virtual piece 41 in an unselected state and cancels the bold display of the piece position 46 to indicate that the equipment of the first virtual piece has been completed.

[0084] In some other embodiments, after the transition from the second virtual piece of the first equipment to the first virtual piece has been achieved, the target of the equipment can be switched by selecting an allied virtual piece other than the first virtual piece. That is, after the equipment is attached to the first virtual piece, in response to a first selection operation to select a third virtual piece, the client displays the third virtual piece in a selected state and the first virtual piece in an unselected state. The third virtual piece is a virtual piece other than the first virtual piece, controlled by the first account. When the first virtual piece is selected, the first selection operation for another virtual piece can switch to selecting that other virtual piece, enabling rapid switching between virtual pieces, improving the efficiency of virtual piece switching, and improving the efficiency of human-computer interaction.

[0085] For example, as shown in Figure 8, the battle interface 50 displays the equipped first virtual piece 51, with an identification icon 53 for equipped equipment above it, and the piece position 54 where the first virtual piece 51 is located is displayed in bold to indicate that the first virtual piece 51 is selected. In response to the user tapping the third virtual piece 52, the client displays the unselected first virtual piece 51 and the selected third virtual piece 52 to indicate a switch from the equipped state of the first virtual piece 51 to the equipped state of the third virtual piece 52, i.e., canceling the bold display of the piece position 54 where the first virtual piece 51 is located and displaying the piece position 55 where the third virtual piece 52 is located in bold. The equipped state means that the equipment can be equipped.

[0086] As described above, the method according to the embodiment of the present invention allows for the selection of equipment to be attached to a virtual piece simply by selecting the virtual piece in the equipment section during the process of attaching virtual pieces. This enables rapid attachment to virtual pieces, avoids the redundant procedure of first removing the equipment, selecting the equipment, and then dragging it to attach it, reduces operational costs, and improves the efficiency of attaching equipment to virtual pieces. Furthermore, when virtual pieces are densely packed on the game board, this method effectively avoids mis-touches that can easily occur when dragging equipment to virtual pieces, enabling accurate attachment of equipment to virtual pieces and thus improving the accuracy of attaching equipment to virtual pieces.

[0087] Furthermore, by selecting the first virtual piece and then selecting the equipment to be attached to the second virtual piece in the attachment area, the equipment can be attached to the first virtual piece, enabling quick switching of equipment between virtual pieces. This avoids the redundant procedure of removing and reattaching equipment, reducing operational costs and improving the efficiency of human-computer interaction. Additionally, the fixed-point attachment method for equipment avoids accidental touches during the dragging process, shortening equipment attachment time and improving game efficiency.

[0088] Figure 9 is a flowchart of a method for equipping virtual pieces according to another exemplary embodiment of the present invention. This method may be performed by any terminal as shown in Figure 2 above, or by a client running on any terminal, the client being a client for a round-based chess game registered with a first account. In the embodiment shown in Figure 9, the equipment field includes a first equipment field and a second equipment field. Here, the first equipment field is used to display first candidate equipment belonging to the first account and not equipped on any virtual piece, and the second equipment field is used to display second candidate equipment belonging to the first account and equipped on virtual pieces other than the first virtual piece, the second candidate equipment including the first equipment equipped on the second virtual piece. For aspects not described in the embodiments of the present invention, refer to the embodiments described above. The method includes the following steps.

[0089] Step 320: Display the game board for a round-based chess-type game.

[0090] The game board is the area used for preparing for and executing a round-based chess game in the game interface. The game board is divided into a battle area and a preparation area. The battle area is where virtual pieces participating in a round-based chess game are placed, while the preparation area is where extra virtual pieces are placed.

[0091] As an example, the battle interface displays a game board for a round-based chess game, and the game board includes a first virtual piece and a second virtual piece controlled by a first account, with the second virtual piece equipped with the first equipment. For example, as shown in Figure 5, the battle interface 30 displays a game board for a round-based chess game, which includes a friendly area 38 and an enemy area 39, and the game board includes a first virtual piece (e.g., virtual piece A31) and a second virtual piece (e.g., virtual piece B32) controlled by a first account, with the second virtual piece equipped with the first equipment (e.g., equipment 35).

[0092] Note that steps 342 and 344 below are both executed, but the order of execution is not limited.

[0093] Step 342: In response to the first selection operation to select the first virtual piece, the first virtual piece is displayed in a selected state.

[0094] The first selection operation is an operation to select a virtual piece. For example, the first selection operation may be implemented as at least one of a tap operation, a double tap operation, a voice operation, a pressure touch operation, gaze control, or posture control, but the embodiments of the present invention are not limited thereto.

[0095] For example, if the first selection operation is a tap operation, the client displays the first virtual piece in a selected state in response to the first tap operation on the first virtual piece.

[0096] A selected first virtual piece can be represented as at least one of the following: a first virtual piece highlighted in color, a first virtual piece with thickened lines, a first virtual piece with diagonal lines, a first virtual piece displaying animation, a first virtual piece displaying the actions of a character corresponding to the virtual piece, a first virtual piece playing sound effects, a first virtual piece highlighted in color at the piece position where the first virtual piece is located, a first virtual piece with thickened lines at the piece position where the first virtual piece is located, or a first virtual piece with diagonal lines at the piece position where the first virtual piece is located.

[0097] For example, as shown in Figure 5, in response to a first selection operation on the first virtual piece (virtual piece A31), the client displays the selected position 36 of the first virtual piece in bold to indicate that the first virtual piece is selected.

[0098] Step 344: In response to the first selection operation for selecting the first virtual piece, the first and second equipment slots, which are in an equipable state, are displayed.

[0099] The first selection operation is the operation of selecting a virtual piece. The first selection operation may be implemented as at least one of the following: tap operation, double tap operation, voice operation, pressure touch operation, gaze control, and posture control, and the embodiments of the present invention are not limited thereto.

[0100] The first equipment slot is used to display the first candidate equipment that belongs to the first account and is not equipped to any virtual piece. The second equipment slot is used to display the second candidate equipment that belongs to the first account and is equipped to virtual pieces other than the first virtual piece, and the second candidate equipment includes the first equipment.

[0101] The "equipment selectable" state means that equipment within the equipment slot can be selected. For example, the equipment slot changes from gray to highlighted. Or, equipment within the equipment slot changes from unselectable to selectable.

[0102] Preferably, in normal mode (i.e., when the first virtual piece is not equipping any equipment), the client displays the first equipment slot, and in equipping mode (i.e., when the first virtual piece is equipping any equipment), the client displays the second equipment slot. Alternatively, in normal mode, the client does not display any equipment slots, and in equipping mode, it displays both the first and second equipment slots.

[0103] Preferably, if no virtual piece has equipment attached, in response to the first selection operation to select the first virtual piece, the client displays only the first equipment slot which is in an equipment-selectable state. That is, if the only friendly virtual piece on the board is the first virtual piece, or if none of the friendly virtual pieces on the board have equipment attached, after selecting the first virtual piece, the client displays only the first equipment slot which is in an equipment-selectable state. This reduces the number of elements in the battle interface, improves the simplicity of the battle interface, and makes it easier for the user to lay it out.

[0104] Preferably, the order in which the equipment is sorted in the first and second equipment slots may be random. Alternatively, the equipment in the first and second equipment slots may be sorted according to the order in which the equipment was acquired. Alternatively, the equipment in the first and second equipment slots may be sorted according to a recommended priority order determined based on the attributes of the first virtual piece and the attributes of the equipment (for example, sorted in order of degree of match with the attributes of the first virtual piece, or sorted in order of the best attributes of the equipment). Alternatively, the equipment in the second equipment slot may be sorted according to the virtual piece that is wearing the equipment (for example, multiple pieces of equipment worn by the second virtual piece are sorted in the same place). Embodiments of the present invention are not limited thereto.

[0105] Preferably, if there are at least two allied virtual pieces equipped with equipment other than the first virtual piece, all second candidate equipment may be displayed in one second equipment slot, and the second candidate equipment may be displayed corresponding to the allied virtual piece on which the second candidate equipment is equipped. If there is only one allied virtual piece equipped with equipment other than the first virtual piece, the display order of the second candidate equipment is not restricted. Alternatively, the equipment slot may include multiple second equipment slots, with each second equipment slot corresponding to one virtual piece. For example, the number of second equipment slots may be the same as the number of allied virtual pieces equipped with equipment other than the first virtual piece; that is, each second equipment slot may be used to display the equipment equipped on one allied virtual piece equipped with equipment other than the first virtual piece.

[0106] In some embodiments, in response to a first selection operation for selecting a first virtual piece, a first equipment slot in an equipable state and a second equipment slot equal to the number of candidate equipment virtual pieces are displayed. Each second equipment slot displays the equipped equipment of the candidate equipment virtual piece corresponding to the second equipment slot, and a candidate equipment virtual piece is a virtual piece equipped with at least one piece of equipment other than the first virtual piece, and a candidate equipment virtual piece includes the second virtual piece. By providing a second equipment slot for each candidate equipment virtual piece, the user can quickly obtain the equipment status, improve the efficiency of information acquisition, facilitate quick decision-making by the user, and improve user loyalty.

[0107] For example, as shown in Figure 10(a), the player's virtual pieces equipped with gear include virtual pieces B and C. After performing the first selection operation on the first virtual piece, the client displays the first equipment slot 61, which is in a selectable equipment state, and two second equipment slots, which are also in a selectable equipment state. The two equipment slots are the second equipment slot 62, which corresponds to virtual piece B, and the second equipment slot 63, which corresponds to virtual piece C.

[0108] In some embodiments, in response to a first selection operation for selecting a first virtual piece, first and second equipment slots that are in an equipment-selectable state are displayed. The second candidate equipment in the second equipment slot is arranged in an order corresponding to the virtual piece to which the second candidate equipment is equipped.

[0109] For example, as shown in Figure 10(b), the player's virtual pieces equipped with gear include virtual pieces B and C. After performing the first selection operation on the first virtual piece, the client displays the first equipment slot 64 and the second equipment slot 65, both in a selectable equipment state. All equipment displayed in the second equipment slot 65 corresponds to the virtual piece to which it is equipped; that is, before the equipment, an icon indicating which virtual piece the equipment is currently equipped to is displayed, such as the avatar of the corresponding virtual piece. By displaying the equipment in the second equipment slot in accordance with the virtual piece to which it is equipped, the simplicity of the battle interface is ensured, and the user can quickly obtain the equipment status, thereby improving the user experience.

[0110] In some embodiments, in response to a first selection operation for selecting a first virtual piece, a first equipment slot and a second equipment slot, both in an equipable state, are displayed. Candidate equipment in the first equipment slot is sorted according to a first recommended priority, and second candidate equipment in the second equipment slot is sorted according to a second recommended priority, the first recommended priority being determined based on the attributes of the first virtual piece and the attributes of the first candidate equipment, and the second recommended priority being determined based on the attributes of the first virtual piece and the attributes of the second candidate equipment.

[0111] For example, as shown in Figure 10(c), after performing the first selection operation for the first virtual piece, the client displays a first equipment slot 66 and a second equipment slot 67, both in an equipment-selectable state. If the first virtual piece is an attack-type virtual piece (e.g., archer), equipment that improves its damage performance is recommended preferentially, and equipment with damage-enhancing attributes is displayed preferentially in the equipment slots. By prioritizing the recommendation of equipment with a relatively high degree of matching to the attributes of the first virtual piece, the attributes of the first virtual piece can be effectively improved, allowing the user to quickly select equipment and improving the efficiency of equipment matching.

[0112] Preferably, the attributes of a virtual piece include at least one of the following: character attack type, character type, attack type, faction, attack power, piece level / rank, piece price, gender, attack range, health, and defense. For example, each virtual piece has a character attack type attribute and a character type attribute. Here, the character attack type attribute includes wizard, warrior, assassin, archer, support, etc., and the character type attribute includes human, orc, spirit, god, dwarf, etc.

[0113] The first recommended priority is used to indicate the installation priority of the first candidate equipment, and the second recommended priority is used to indicate the installation priority of the second candidate equipment. Preferably, the first and second recommended priorities are equipment recommended priorities determined using an artificial intelligence (AI) model. For example, the priority model used to determine the first and second recommended priorities is trained on first equipment installation data. The parameters of the priority model are updated based on second equipment installation data. The first and second recommended priorities are determined based on the priority model, where first equipment installation data is the equipment installation data for all authorized user accounts, and second equipment installation data is the equipment installation data for first account. The equipment attachment data includes at least one of the following: history data of each piece of equipment being attached to the first virtual piece; history data of each piece of equipment being removed from the first virtual piece; history data of each piece of equipment being transferred from another virtual piece to the first virtual piece; and history data of each piece of equipment being transferred from the first virtual piece to another virtual piece.

[0114] In other words, the AI ​​model is trained based on the equipment data of all players, the AI ​​model is deployed to the current player, and the parameters of the AI ​​model are updated based on the current player's equipment data so that the AI ​​model is adapted to the current player. In other words, a common base model is generated based on the equipment data of all players, the suitability of virtual pieces and equipment is roughly rearranged so that the recommended equipment priority is better suited to the current player's wearing habits, the base model is iteratively trained based on the current player's personal usage habits, and a personalized model for the current player is generated.

[0115] Furthermore, all user information and equipment installation data related to the embodiments of the present invention are information and data authorized by the player or fully authorized by the parties involved, and the collection, use, and processing of related data must comply with the relevant laws and standards of the relevant countries and regions.

[0116] The methods for displaying equipment in the three equipment slots shown in Figure 10 may be used individually or in combination. For example, the methods in Figures 10(b) and 10(c) can be used in combination to display equipment in the second equipment slot and simultaneously display the virtual piece currently equipped with that equipment. Alternatively, for example, the methods in Figures 10(a) and 10(c) can be used in combination to sort the equipment in the second equipment slot according to the recommended priority if there are at least two pieces of equipment in the second equipment slot (for example, the equipment slot 63 for virtual piece C).

[0117] Steps 362 and 364 below may be performed selectively, either one or both. If both are performed, the order of execution is not restricted. That is, equipment not currently attached to any virtual piece may be attached to the first virtual piece, or equipment on other virtual pieces controlled by the first account may be transferred to the first virtual piece.

[0118] Step 362: In response to the second selection operation for selecting the first candidate equipment in the first equipment slot, the first candidate equipment is attached to the first virtual piece.

[0119] The first candidate equipment is equipment that belongs to the first account and is not equipped to any virtual piece.

[0120] The second selection operation is the operation of selecting equipment. The second selection operation may be implemented as at least one of the following: tap operation, double tap operation, voice operation, pressure touch operation, gaze control, and attitude control, and the embodiments of the present invention are not limited to these.

[0121] For example, if the second selection operation is a tap operation, in response to the second tap operation on the first candidate equipment in the first equipment slot, the client displays the first virtual piece that is equipped with the first candidate equipment. That is, the client equips the first virtual piece with equipment that is not currently equipped on any of its own virtual pieces.

[0122] Step 364: In response to the second selection operation to select the first equipment in the second equipment slot, remove the first equipment from the second virtual piece and attach the first equipment to the first virtual piece.

[0123] The first piece of equipment is the equipment currently attached to the second virtual piece.

[0124] The second selection operation is the operation of selecting an equipment slot. The second selection operation may be implemented as at least one of the following: tap operation, double tap operation, voice operation, pressure touch operation, gaze control, and posture control, and the embodiments of the present invention are not limited to these.

[0125] For example, if the second selection operation is a tap operation, in response to the second tap operation on the first equipment in the equipment slot, the client hides the first equipment on the second virtual piece and displays the first virtual piece on which the first equipment is attached. In other words, the client moves the first equipment attached to the second virtual piece to the first virtual piece.

[0126] For example, as shown in Figure 5, when the first equipment slot (equipment 35) in the equipment slot 33 is tapped, the first equipment is attached to the first virtual piece (virtual piece A31), the identification icon 34 of the first equipment slot is displayed above the first virtual piece, the identification icon 34 is hidden above the second virtual piece (virtual piece B32), and the transition of the first equipment from the second virtual piece to the first virtual piece is completed.

[0127] In some embodiments, after the transition from the second virtual piece of the first equipment to the first virtual piece is achieved, the equipment of the first virtual piece can be terminated by tapping an empty area on the game board or by tapping the first virtual piece again. That is, after the first virtual piece is equipped, in response to a third selection operation to select an empty area on the game board, the first virtual piece is displayed in an unselected state. Alternatively, after the first virtual piece is equipped, in response to a first selection operation to select the first virtual piece again, the client displays the first virtual piece in an unselected state. Here, the third selection operation can be implemented as at least one of a tap operation, a double tap operation, a voice operation, a pressure touch operation, eye-tracking control, and posture control.

[0128] For example, as shown in Figure 7, the battle interface 40 displays the equipped first virtual piece 41, and above it, an identification icon 43 for the equipped item is displayed. The piece position 46 where the first virtual piece 41 is located is displayed in bold to indicate that the first virtual piece 41 is selected. In response to the user tapping an empty area 45 on the battle board (an area on the battle board that does not have a virtual piece or an area outside the battle board) or tapping the first virtual piece 41 again, the client displays the first virtual piece 41 in an unselected state and cancels the bold display of the piece position 46 to indicate that the equipment of the first virtual piece has been completed.

[0129] In some other embodiments, after the transition from the second virtual piece of the first equipment to the first virtual piece has been achieved, the target of the equipment can be switched by selecting an allied virtual piece other than the first virtual piece. That is, after the equipment has been attached to the first virtual piece, in response to a first selection operation to select a third virtual piece, the client displays the third virtual piece in a selected state and the first virtual piece in an unselected state. The third virtual piece is a virtual piece other than the first virtual piece that is controlled by the first account.

[0130] For example, as shown in Figure 8, the battle interface 50 displays the equipped first virtual piece 51, with an identification icon 53 for equipped equipment above it, and the piece position 54 where the first virtual piece 51 is located is displayed in bold to indicate that the first virtual piece 51 is selected. In response to the user tapping the third virtual piece 52, the client displays the unselected first virtual piece 51 and the selected third virtual piece 52 to indicate a switch from the equipped state of the first virtual piece 51 to the equipped state of the third virtual piece 52, i.e., canceling the bold display of the piece position 54 where the first virtual piece 51 is located and displaying the piece position 55 where the third virtual piece 52 is located in bold. The equipped state means that the equipment can be equipped.

[0131] Preferably, a remover is required when removing equipment from a virtual piece, and the remover is used to remove the equipment. Each remover may be used to remove one piece of equipment at a time, or to remove equipment from one virtual piece at a time, and the embodiments of the present invention are not limited thereto. For example, the client displays the second equipment slot, or the second equipment slot in an equipment selectable state, only if the first account has a remover. For example, as shown in Figure 11, the battle interface 70 displays the first virtual piece 71 and the second virtual piece, with equipment attached to the second virtual piece 72. The first equipment slot displays a remover 73. When the first virtual piece 71 is tapped, the equipment 74 in the second equipment slot (i.e., the equipment currently attached to the second virtual piece 72) is displayed. When the user taps the equipment 74 in the second equipment slot, the equipment 74 moves from the second virtual piece 72 to the first virtual piece, and one remover 73 is consumed. If the user continues to tap on the equipment of another virtual piece in the second equipment slot, the client will display information indicating that there are not enough removers.

[0132] When attaching equipment to the first virtual piece, if the equipment was transferred from the second virtual piece, a remover must be consumed to remove the equipment from the second virtual piece. One remover may be used to transfer at least one piece of equipment on one second virtual piece, and similarly, two removers may be used to transfer at least one piece of equipment on two second virtual pieces. After the attachment of the first virtual piece is complete, the existing removers are automatically deducted according to the number of second virtual pieces.

[0133] Preferably, if the number of removers is equal to or greater than the number of second virtual pieces, in response to a second selection operation to select the first piece of equipment in the equipment slot, the first piece of equipment is removed from the second virtual piece and the first piece of equipment is attached to the first virtual piece. Alternatively, if the number of removers is less than the number of second virtual pieces, a notification indicating that there are insufficient removers is displayed, for example, a pop-up message saying "Insufficient removers, equipment cannot be transferred." is displayed.

[0134] For example, if the number of removers is greater than or equal to the number of second virtual pieces, the transition of one second candidate equipment or multiple second candidate equipment simultaneously may be executed directly. If the number of removers is less than the number of second virtual pieces, the transition of second candidate equipment may be executed directly if the number of second candidate equipment to be transitioned simultaneously is less than or equal to the number of removers. If the number of second candidate equipment to be transitioned simultaneously is greater than the number of removers, information indicating that there are insufficient removers may be displayed.

[0135] Alternatively, if the number of removers is equal to or greater than the number of second virtual pieces, the transition of the second candidate equipment may be executed directly, regardless of the number of second virtual pieces that should undergo equipment transition. If the number of removers is less than the number of second virtual pieces, the transition of the second candidate equipment may be executed directly if the number of second virtual pieces that should undergo equipment transition simultaneously is less than or equal to the number of removers. If the number of second virtual pieces that should undergo equipment transition simultaneously is greater than the number of removers, information indicating that there are insufficient removers may be displayed, and equipment transitions (or equipment transitions of second virtual pieces) equal to the number of removers may be executed. Embodiments of the present invention are not limited thereto.

[0136] By restricting the removal of equipment using removers in this way, it is possible to increase the motivation of users to plan their equipment installation, ensure the rationality of equipment removal, reduce changes and fluctuations in equipment-related data during gameplay, and reduce the processing pressure on computer equipment (terminals, servers, etc.).

[0137] Preferably, a function entry may be provided for the function of selecting a first virtual piece by a first selection operation, and then selecting equipment by a second selection operation and attaching it to the first virtual piece. This function entry allows the function to be turned on or off. This function entry may be provided in the game settings interface, or a quick function entry corresponding to the battle interface may be provided. For example, as shown in Figure 12, the battle interface 80 displays the first virtual piece 81, the second virtual piece 82, and a quick function entry 83 for attaching the first virtual piece. The user can easily and quickly turn on this function using the quick function entry and achieve fixed-point attachment of equipment to the first virtual piece. After the function is turned on, if a remover is available, the remover is in an active state (i.e., ready to use).

[0138] As described above, the method according to the embodiment of the present invention allows for rapid switching of equipment between virtual pieces by selecting the first virtual piece and then selecting the equipment to be attached to the second virtual piece in the attachment area, thereby attaching the equipment to the first virtual piece, avoiding the redundant procedure of removing and reattaching the equipment, reducing operational costs, and improving the efficiency of human-computer interaction. Furthermore, the fixed-point attachment method for equipment (i.e., the elimination of the need to drag the equipment) avoids mis-touches during the dragging process, shortens the equipment attachment time, and improves the efficiency of the game.

[0139] Furthermore, the method according to the embodiment of the present invention can be similarly applied when attaching equipment to the first virtual piece that is not attached to any of the allied virtual pieces, enabling the attachment of equipment to the first virtual piece at a fixed point. This eliminates the possibility of mis-touches occurring during the process of dragging equipment from the equipment slot to the first virtual piece, avoids the problem of attaching equipment to the wrong target, and improves the accuracy of equipment attachment and the efficiency of the game.

[0140] Furthermore, the method according to the embodiment of the present invention divides the equipment field into a first equipment field and a second equipment field, thereby more clearly displaying the ownership status of the equipment, allowing users to easily select equipment, and improving the efficiency of human-computer interaction.

[0141] Furthermore, the method according to the embodiment of the present invention makes it clearer how many removers are consumed by displaying the equipment in the second equipment section in relation to the virtual piece to which the equipment is attached, allowing the user to easily select equipment and improve the efficiency of equipment attachment and gameplay during a match.

[0142] Figure 13 is a flowchart of a method for equipping virtual pieces according to another exemplary embodiment of the present invention. This method may be performed by any of the terminals shown in Figure 2 above, or by a client running on any of the terminals. The client is a client for a round-based chess game, and the user is logged into the client with a first account. The method includes the following steps:

[0143] Step 401: Set two states for the equipment slot: normal mode and equipped mode.

[0144] The equipment slot can be configured with two different modes: Normal Mode and Equipped Mode. Normal Mode means that no allied virtual pieces are selected, while Equipped Mode means that allied virtual pieces are selected and equipment is equipped.

[0145] Preferably, the equipment slots in normal mode are displayed in gray, and the equipment slots in equipped mode are displayed in highlighted mode.

[0146] Preferably, when an item in the equipment slot in normal mode is tapped, the client displays an information card for that item. The information card includes the name and description of the item for the user to view.

[0147] Preferably, the equipment slot in normal mode displays only the first equipment slot in the above embodiment, i.e., equipment not attached to the virtual piece. The equipment slot in attached mode displays the first and second equipment slots in the above embodiment. The second equipment slot includes equipment that has already been attached.

[0148] Step 402: Determine whether a virtual piece has been selected.

[0149] Determine whether there is a selected virtual piece among the currently allied virtual pieces. If there is no selected virtual piece, proceed to step 403 and maintain the equipment slot in normal mode. If there is a selected virtual piece, execute the steps from step 404, i.e., begin equipping.

[0150] For example, the client obtains the operation data call status (i.e., something that indicates the user's operation) and determines whether the player is performing a virtual piece selection operation. If the player is performing a virtual piece selection operation, the client displays the equipment screen in equip mode. If the player is not performing a virtual piece selection operation, the client displays the equipment screen in normal mode.

[0151] Step 403: Maintain normal mode and display details when the equipment slot is tapped.

[0152] In step 402, if it is determined that the selected virtual piece does not exist among the allied virtual pieces, the equipment slot is kept in normal mode. The player can view the details of the equipment by tapping on the equipment in the equipment slot (for example, the client displays an information card containing a detailed description of the equipment slot). Preferably, the initial mode of the equipment slot is normal mode.

[0153] Preferably, the equipment slots in normal mode are displayed in gray.

[0154] Furthermore, maintaining the equipment slot in normal mode in step 403 means displaying only the first equipment slot in the above embodiment, that is, displaying equipment that is not attached to any virtual piece.

[0155] Step 404: Determine whether or not there is a virtual piece equipped with gear.

[0156] If it is determined in step 402 that there is a virtual piece selected among the currently allied virtual pieces, then it is determined whether or not there is a virtual piece equipped with gear.

[0157] As an example, data on friendly virtual pieces on the game board is retrieved, and it is determined whether or not any virtual pieces are equipped with equipment. If there are virtual pieces equipped with equipment, the steps from step 409 are executed, that is, a second equipment field is newly displayed to show the equipment equipped to the virtual pieces. If there are no virtual pieces equipped with equipment, steps 405 to 408 are executed, that is, the second equipment field is not displayed.

[0158] Step 405: Switch to equipped mode and hide the second equipment slot.

[0159] If it is determined in step 404 that there are no virtual pieces equipped with any gear, then step 405 is executed.

[0160] The client controls the equipment slot to switch to equip mode, that is, to activate the mode for equipping selected virtual pieces. The battle interface does not display the second equipment slot; that is, only equipment in the first equipment slot is selected and equipped to the selected virtual piece.

[0161] Step 406: Tap the first candidate equipment in the first equipment slot.

[0162] The first candidate equipment refers to equipment belonging to the first account that is not equipped on any of the allied virtual pieces.

[0163] For example, the player taps on one of the first candidate equipment items in the first equipment slot.

[0164] Step 407: Equip the first candidate equipment to the selected virtual piece.

[0165] For example, when the player selects a first candidate piece of equipment, the client equips that first candidate piece to the selected virtual piece.

[0166] Step 408: If an empty area is tapped, exit wearing mode.

[0167] Empty areas include areas on the chessboard that do not contain virtual pieces, or areas outside the chessboard.

[0168] For example, a user can finish equipping a selected virtual piece by tapping an empty area, at which point the client displays the virtual piece as unselected.

[0169] Preferably, the user can exit the equipping mode for a selected virtual piece by tapping the selected virtual piece again, at which point the client displays the virtual piece as unselected. Alternatively, the user can switch to the equipping mode for another virtual piece by tapping another virtual piece, at which point the client displays that virtual piece as unselected and the newly selected virtual piece as selected.

[0170] Step 409: Switch to equipped mode and display the second equipment slot.

[0171] If it is determined in step 404 that there are already virtual pieces equipped, then step 409 is executed.

[0172] The client controls the equipment slot to enter equip mode, that is, to begin equipping the selected virtual piece. A second equipment slot is added to the battle interface, meaning the player may either select equipment in the first equipment slot to equip the selected virtual piece, or select equipment in the second equipment slot to equip the selected virtual piece.

[0173] For example, the client retrieves the equipment data of their virtual piece that is equipped, determines the equipped items, and displays the equipment in a second equipment slot.

[0174] Preferably, the equipment in the second equipment slot is grouped and displayed according to the virtual piece currently equipped, that is, the equipment in the second equipment slot is displayed in correspondence with the virtual piece that is equipped with that equipment.

[0175] Step 410: Tap the equipment in the first or second equipment slot.

[0176] For example, a player may select equipment to equip to a selected virtual piece by tapping on equipment in the first or second equipment slot. The client may determine whether equipment has been selected for attachment by detecting whether or not a tap operation has been performed on the equipment.

[0177] Step 411: Determine whether a remover is needed.

[0178] The client determines whether a remover is needed. If a remover is not needed, it performs steps 412-413. If a remover is needed, it performs the steps from step 414 onwards.

[0179] Preferably, if the equipment is in the first equipment slot, a remover is not required, and if the equipment is in the second equipment slot, a remover is required.

[0180] Step 412: Complete the equipment installation.

[0181] If a remover is not required to attach the equipment, the client completes the attachment of the selected virtual piece. The equipment selected in step 410 is attached to the selected virtual piece.

[0182] Step 413: If an empty area is tapped, exit wearing mode.

[0183] For example, the user may finish placing the selected virtual piece by tapping an empty area. In this case, the client may display the virtual piece as unselected.

[0184] Preferably, the user may exit the virtual piece attachment mode by tapping the selected virtual piece again. In this case, the client may display the virtual piece as unselected. Alternatively, the user may switch to the attachment mode of another virtual piece by tapping another virtual piece. In this case, the client may display the said virtual piece as unselected and the newly selected virtual piece as selected.

[0185] Step 414: Determine whether there are enough removers.

[0186] If a remover is needed, determine whether there are enough removers.

[0187] A single remover may remove one or more equipment slots on a virtual piece; that is, the equipment slots on a virtual piece may be considered as a group, in which case the remover may remove equipment slots from one group. Similarly, two removers may remove equipment slots from two groups, and so on.

[0188] If the number of removers is equal to or greater than the number of groups to be removed (i.e., the number of second virtual pieces in the above embodiment), i.e., if there are enough removers, steps 416 to 417 are performed. If the number of removers is less than the number of groups to be removed, i.e., if there are not enough removers, step 415 is performed.

[0189] Step 415: Inform the player that there are not enough removers.

[0190] If there are not enough removers, the player will be notified of this. For example, a message "Equipment cannot be transferred due to insufficient removers" will pop up in the battle interface.

[0191] Preferably, the user may remove equipment in a corresponding number of groups, depending on the number of removers.

[0192] Step 416: Complete the equipment installation and remove the corresponding number of removers.

[0193] If there are enough removers, complete the attachment of equipment to the selected virtual piece. Attach the removers selected in step 410 to the selected virtual piece. Simultaneously, subtract the corresponding number of removers from the equipment slot.

[0194] Step 417: If an empty area is tapped, exit wearing mode.

[0195] For example, a user may finish placing a selected virtual piece by tapping an empty area, in which case the client will display the virtual piece as unselected.

[0196] Preferably, the user may exit the attachment mode for the selected virtual piece by tapping the selected virtual piece again. In this case, the client may display the virtual piece as unselected. Alternatively, the user may switch to the attachment mode for another virtual piece by tapping another virtual piece. In this case, the client displays the virtual piece as unselected and the newly selected virtual piece as selected.

[0197] As described above, the method according to the embodiment of the present invention allows for the selection of equipment to be attached to a virtual piece simply by selecting the virtual piece in the equipment section during the process of attaching virtual pieces. This enables rapid attachment to virtual pieces, avoids the redundant procedure of first removing the equipment, selecting the equipment, and then dragging it to attach it, reduces operational costs, and improves the efficiency of attaching equipment to virtual pieces. Furthermore, when virtual pieces are densely packed on the game board, this method effectively avoids mis-touches that can easily occur when dragging equipment to virtual pieces, enabling accurate attachment of equipment to virtual pieces and thus improving the accuracy of attaching equipment to virtual pieces.

[0198] The following describes embodiments of the apparatus of the present invention. For details not described in the embodiments of the apparatus, refer to the embodiments of the method described above.

[0199] Figure 14 is a block diagram of the configuration of a mounting device for a virtual piece according to one exemplary embodiment of the present invention. The device includes a display module 520 and a mounting module 540.

[0200] The display module 520 displays a game board for a round-based chess game, which includes a first virtual piece and a second virtual piece controlled by a first account, the second virtual piece being equipped with the first equipment.

[0201] The display module 520 displays the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece.

[0202] In response to a second selection operation for selecting the first equipment in the equipment slot, the mounting module 540 removes the first equipment from the second virtual piece and mounts the first equipment to the first virtual piece.

[0203] In a preferred embodiment, the equipment slots include a first equipment slot and a second equipment slot. In response to the first selection operation, the display module 520 displays the first equipment slot and the second equipment slot in an equipment selectable state. The equipment selectable state indicates that the equipment is in a selectable state. In response to a second selection operation for selecting the first equipment in the second equipment slot, the mounting module 540 removes the first equipment from the second virtual piece and mounts the first equipment to the first virtual piece. Here, the first equipment slot is used to display first candidate equipment belonging to the first account and not mounted on any virtual piece, and the second equipment slot is used to display second candidate equipment belonging to the first account and mounted on a virtual piece other than the first virtual piece, the second candidate equipment including the first equipment.

[0204] In a preferred embodiment, the second candidate equipment in the second equipment slot is arranged in an order corresponding to the virtual piece that is wearing the second candidate equipment.

[0205] In a preferred embodiment, the display module 520, in response to the first selection operation, displays the first equipment slot in the equipment selectable state, and a second number of equipment slots equal to the number of candidate equipment virtual pieces. The second equipment slots display equipped equipment of the candidate equipment virtual pieces corresponding to the second equipment slot, where the candidate equipment virtual piece is a virtual piece equipped with at least one piece of equipment other than the first virtual piece, and the candidate equipment virtual piece includes the second virtual piece.

[0206] In a preferred embodiment, the first candidate equipment in the first equipment slot is sorted according to a first recommended priority, the second candidate equipment in the second equipment slot is sorted according to a second recommended priority, the first recommended priority is determined based on the attributes of the first virtual piece and the attributes of the first candidate equipment, and the second recommended priority is determined based on the attributes of the first virtual piece and the attributes of the second candidate equipment.

[0207] In a preferred embodiment, if there are no virtual pieces equipped with equipment, the display module 520 responds to the first selection operation by displaying only the first equipment slot that is in an equipment selectable state.

[0208] In a preferred embodiment, the mounting module 540 mounts the first candidate equipment to the first virtual piece in response to a second selection operation for selecting the first candidate equipment in the first equipment slot.

[0209] In a preferred embodiment, the first selection operation and the second selection operation are tap operations. In response to a first tap operation for selecting the first virtual piece, the display module 520 displays the selected first virtual piece. In response to a second tap operation for selecting the first equipment in the equipment slot, the display module 520 hides the first equipment on the second virtual piece and displays the first virtual piece equipped with the first equipment.

[0210] In a preferred embodiment, the display module 520 displays the first virtual piece in an unselected state in response to a third selection operation for selecting an empty area of ​​the game board after the first virtual piece has been equipped, or displays the first virtual piece in an unselected state in response to a first selection operation for selecting the first virtual piece again after the first virtual piece has been equipped.

[0211] In a preferred embodiment, the display module 520, after equipping the first virtual piece, responds to a first selection operation for selecting a third virtual piece by displaying the selected third virtual piece and the unselected first virtual piece. The third virtual piece is a virtual piece other than the first virtual piece, controlled by the first account.

[0212] In a preferred embodiment, removers are used to remove the equipment from the virtual piece. If the number of removers is equal to or greater than the number of the second virtual piece, the mounting module 540 responds to the second selection operation by removing the first equipment from the second virtual piece and mounting the first equipment onto the first virtual piece, or, if the number of removers is less than the number of the second virtual piece, displays information indicating that there are insufficient removers.

[0213] As described above, the method according to the embodiment of the present invention allows for the selection of equipment to be attached to a virtual piece simply by selecting the virtual piece in the equipment section during the process of attaching virtual pieces. This enables rapid attachment to virtual pieces, avoids the redundant procedure of first removing the equipment, selecting the equipment, and then dragging it to attach it, reduces operational costs, and improves the efficiency of attaching equipment to virtual pieces. Furthermore, when virtual pieces are densely packed on the game board, this method effectively avoids mis-touches that can easily occur when dragging equipment to virtual pieces, enabling accurate attachment of equipment to virtual pieces and thus improving the accuracy of attaching equipment to virtual pieces.

[0214] In addition, while the above-described example illustrates the division of each functional block in the virtual piece mounting device according to the above embodiment, in actual applications, the above functions will be performed by different functional blocks as needed; that is, the internal configuration of the device will be divided into different functional blocks to complete all or part of the above-described functions. Furthermore, the virtual piece mounting device according to the above embodiment belongs to the same concept as the embodiment of the virtual piece mounting method, and its specific implementation method can be explained by referring to the details of the embodiment of the method, which will be omitted here.

[0215] The present invention further provides a terminal comprising a processor and a memory storing at least one instruction, wherein the at least one instruction is loaded and executed by the processor to implement a method for mounting virtual pieces according to embodiments of the above-described methods. The above-described terminal may be the terminal shown in Figure 15 below.

[0216] Figure 15 is a block diagram of a terminal 900 according to one exemplary embodiment of the present invention. As shown in Figure 15, the terminal 900 may be a portable mobile terminal such as a smartphone, tablet computer, MP3 (Moving Picture Experts Group Audio Layer III) player, or MP4 (Moving Picture Experts Group Audio Layer IV) player. The terminal 900 is also referred to as a user device, portable terminal, laptop terminal, desktop terminal, and other names.

[0217] Generally, terminal 900 includes a processor 901 and memory 902.

[0218] The processor 901 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 901 may be implemented in at least one hardware form, such as a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 901 may include a main processor and a coprocessor. The main processor is a processor used to process data in the awake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in the standby state. In some embodiments, the processor 901 may be integrated with a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on a screen. In some embodiments, the processor 901 may further include an AI (Artificial Intelligence) processor, which is used to process computational operations related to machine learning.

[0219] The memory 902 may include one or more computer-readable storage media, which may be tangible and non-temporary. The memory 902 may further include high-speed random-access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 902 stores at least one instruction, which is used to be executed by the processor 901 to implement a method for mounting virtual pieces according to embodiments of the present invention.

[0220] In some embodiments, the terminal 900 may further include a peripheral device interface 903 and at least one peripheral device. The processor 901, memory 902, and peripheral device interface 903 can be connected via a bus or signal lines. Each peripheral device can be connected to the peripheral device interface 903 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 904, a display 905, a camera component 906, an audio circuit 907, a localization component 908, and a power supply 909.

[0221] The peripheral interface 903 may be used to connect at least one I / O (Input / Output) related peripheral to the processor 901 and the memory 902. In some embodiments, the processor 901, memory 902, and peripheral interface 903 are integrated on the same chip or circuit board. In some other embodiments, one or two of the processor 901, memory 902, and peripheral interface 903 may be mounted on a separate chip or circuit board, but this embodiment is not limited to these.

[0222] The radio frequency circuit 904 is used to transmit and receive RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 904 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Preferably, the radio frequency circuit 904 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user ID module card, etc. The radio frequency circuit 904 can communicate with other terminals via at least one wireless communication protocol. Wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, generational mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 904 may include circuits related to NFC (Near Field Communication), but the present invention is not limited thereto.

[0223] The display 905 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. If the display 905 is a touch display, it has the ability to capture touch signals on or above the surface of the display 905. The touch signals may be input to the processor 901 as control signals for processing. The display 905 is used to provide virtual buttons and / or a virtual keyboard, also referred to as soft buttons and / or a soft keyboard. In some embodiments, the display 905 may be one provided on the front panel of the terminal 900. In some other embodiments, the display 905 may be at least two provided on different surfaces of the terminal 900, or it may be a folded design. In some embodiments, the display 905 may be a folded surface of the terminal 900 or a flexible display provided on a folded surface. Furthermore, the display 905 may be provided on an irregular shape that is not rectangular, i.e., a non-rectangular screen. The display 905 may be manufactured from materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0224] The camera component 906 is used to capture images or videos. Preferably, the camera component 906 includes front and rear cameras. In some embodiments, the rear camera is located on the front panel of the terminal and on the back of the terminal. In some embodiments, the rear camera consists of at least two cameras, each being either a main camera, a wide-angle camera, and a telephoto camera, to enable fusion of the main camera and depth-of-field camera for background blur functionality, panoramic shooting, VR (Virtual Reality) shooting functionality, or other fusion shooting functionality. In some embodiments, the camera component 906 may also include a flash. In some embodiments, the flash may be a monochromatic temperature flash or a dichromatic temperature flash. A dichromatic temperature flash is a combination of a warm-colored flash and a cool-colored flash and may be used for ray compensation at different color temperatures.

[0225] The audio circuit 907 may include a microphone and a speaker. The microphone is used to capture sound waves from the user and the environment, convert the sound waves into electrical signals, and input them to the processor 901 for processing or to the radio frequency circuit 904 to realize voice communication. There may be multiple microphones for the purpose of stereo pickup or noise reduction, and each is placed in a different part of the terminal 900. The microphone may be an array microphone or an omnidirectional pickup microphone. The speaker is used to convert electrical signals from the processor 901 or the radio frequency circuit 904 into sound waves. The speaker may be a conventional thin-film speaker or a piezoelectric ceramic speaker. If the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves that are audible to humans, but also into sound waves that are inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 907 may further include a headphone jack.

[0226] The location-determining component 908 is used to determine the current geographical location of the terminal 900 in order to implement navigation or LBS (Location Based Service). The location-determining component 908 may be a location-determining component based on GPS (Global Positioning System), the Beidou system, or the Galileo system.

[0227] The power supply 909 is used to supply power to each component within the terminal 900. The power supply 909 may be AC, DC, a primary battery, or a rechargeable battery. If the power supply 909 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged by a wired connection, and a wireless rechargeable battery is a battery that is charged by a wireless coil. The rechargeable battery may also be used to support fast charging technology.

[0228] In some embodiments, the terminal 900 further includes one or more sensors 910. These one or more sensors 910 include, but are not limited to, an accelerometer 911, a gyroscope 912, a pressure sensor 913, an optical sensor 915, and a proximity sensor 916.

[0229] The accelerometer 911 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established by the terminal 900. The accelerometer 911 can be used, for example, to detect the components of gravitational acceleration on three coordinate axes. Based on the gravitational acceleration signal collected by the accelerometer 911, the processor 901 can control the display 905 to display the user interface in a horizontal or vertical view. The accelerometer 911 may also be used to collect game or user motion data.

[0230] The gyro sensor 912 may detect the orientation and rotation angle of the terminal 900. The gyro sensor 912 may also work in conjunction with the accelerometer 911 to collect the user's 3D movements on the terminal 900. Based on the data collected by the gyro sensor 912, the processor 901 can implement motion sensing (for example, changing the UI in response to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation functions.

[0231] The pressure sensor 913 may be located on the side frame of the terminal 900 and / or beneath the display 905. If the pressure sensor 913 is located on the side frame of the terminal 900, it may detect the user's gripping signal and recognize the left or right hand based on the gripping signal, or perform shortcut operations. If the pressure sensor 913 is located beneath the display 905, it may control operable controls (widgets) on the UI interface according to the user's pressure operation on the display 905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0232] The optical sensor 915 is used to collect ambient light intensity. In one embodiment, the processor 901 may control the display brightness of the display 905 based on the ambient light intensity collected by the optical sensor 915. Specifically, the display brightness of the display 905 is increased when the ambient light intensity is high, and decreased when the ambient light intensity is low. In another embodiment, the processor 901 may also dynamically adjust the shooting parameters of the camera component 906 based on the ambient light intensity collected by the optical sensor 915.

[0233] The proximity sensor 916, also called a distance sensor, is typically located on the front panel of the terminal 900. The proximity sensor 916 is configured to collect the distance between the user and the front of the terminal 900. In one embodiment, when the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually decreasing, the processor 901 controls the display 905 to switch from the on-screen state to the message screen state. When the proximity sensor 916 detects that the distance between the user and the front of the terminal 900 is gradually increasing, the processor 901 controls the display 905 to switch from the message screen state to the on-screen state.

[0234] Furthermore, as a person skilled in the art can understand, the terminal 900 is not limited to the configuration shown in Figure 15, and may include more or fewer components than those shown, or may combine specific components, or may employ a different arrangement of components.

[0235] The memory further includes one or more programs stored in the memory for executing a method for mounting virtual pieces according to an embodiment of the present invention.

[0236] The present invention further provides a computer-readable storage medium in which at least one program is stored, the program being loaded and executed by a processor to implement a method for mounting virtual pieces according to an embodiment of the present invention.

[0237] The present invention provides a computer program product comprising one or more computer instructions stored in a computer-readable storage medium. One or more processors of an electronic device read one or more computer instructions from the computer-readable storage medium and execute the method for mounting virtual pieces according to the preferred embodiment described above in a computer device.

[0238] The numbering of the embodiments of the present invention described above is for illustrative purposes only and does not indicate any preference for any particular embodiment.

[0239] Those skilled in the art will understand that all or part of the steps for implementing the above embodiments may be performed by computer-readable storage media stored in computer-readable storage media, and that such storage media may be performed by hardware such as read-only memory, magnetic disks, or optical disks.

[0240] The foregoing are merely arbitrary embodiments of the present invention and do not limit the present invention. Any modifications, substitutions of equivalents, improvements, etc., made within the spirit and principles of this application are also included in the scope of protection.

[0241] Furthermore, before and during the collection of user data, this application may display a presentation interface, pop-up window, or audio presentation information to prompt the user that relevant data is currently being collected. Only after obtaining the user's confirmation action on such presentation interface or pop-up window will the application begin executing the relevant steps for acquiring user data. Otherwise (i.e., if the user's confirmation action on such presentation interface or pop-up is not obtained), the application will terminate the relevant steps for acquiring user data, i.e., will not acquire user data. In other words, the processing of all user data collected by this application will strictly comply with the requirements of the relevant national laws and regulations, obtain informed consent or sole consent from the data subject, collect data under the user's consent and authority, and perform subsequent data use and processing activities within the scope of laws and regulations and the authority of the data subject. The collection, use, and processing of relevant user data must comply with the relevant national and regional laws and regulations and standards. For example, the match interface, selection operations, and accounts in this application are obtained under full permission.

Claims

1. A method for equipping virtual pieces, which is performed by a client logged in with the first account, A step of displaying a game board for a round-based chess-like game, wherein the game board includes a first virtual piece and a second virtual piece controlled by the first account, and the second virtual piece is equipped with the first equipment, The steps include: displaying the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece; A method comprising the steps of removing the first equipment from the second virtual piece and attaching the first equipment to the first virtual piece in response to a second selection operation for selecting the first equipment in the equipment slot.

2. The aforementioned equipment field includes a first equipment field and a second equipment field. In response to a second selection operation for selecting the first equipment in the equipment slot, the first equipment is removed from the second virtual piece, and before the first equipment is attached to the first virtual piece, A step of displaying the first equipment slot and the second equipment slot in an equipment selectable state in response to the first selection operation, wherein the equipment selectable state indicates that the equipment is in a selectable state, In response to a second selection operation for selecting the first equipment in the equipment field, the step of removing the first equipment from the second virtual piece and attaching the first equipment to the first virtual piece is: The process includes the step of removing the first equipment from the second virtual piece and attaching the first equipment to the first virtual piece in response to a second selection operation for selecting the first equipment in the second equipment slot, The first equipment slot is used to display the first candidate equipment that belongs to the first account and is not equipped to any virtual piece. The second equipment slot is used to display second candidate equipment that belongs to the first account and is attached to virtual pieces other than the first virtual piece. The method according to claim 1, wherein the second candidate equipment includes the first equipment.

3. The method according to claim 2, wherein the second candidate equipment in the second equipment slot is arranged in an order corresponding to the virtual piece that is equipped with the second candidate equipment.

4. The step of displaying the first equipment slot and the second equipment slot, which are in an equipment selection state, in response to the first selection operation, The method according to claim 2, comprising the step of displaying, in response to the first selection operation, the first equipment slot in an equipment selectable state and a second equipment slot equal to the number of candidate equipment virtual pieces, wherein the second equipment slots display equipped equipment of candidate equipment virtual pieces corresponding to the second equipment slots, and the candidate equipment virtual piece is a virtual piece equipped with at least one piece of equipment other than the first virtual piece, and the candidate equipment virtual piece includes the second virtual piece.

5. The first candidate equipment in the first equipment field is sorted according to the first recommended priority, The second candidate equipment in the second equipment field is sorted according to the second recommended priority. The first recommended priority is determined based on the attributes of the first virtual piece and the attributes of the first candidate equipment. The method according to claim 2, wherein the second recommended priority is determined based on the attributes of the first virtual piece and the attributes of the second candidate equipment.

6. The method according to claim 2, further comprising the step of displaying only the first equipment slots that are in an equipment selectable state in response to the first selection operation, if there are no virtual pieces equipped with equipment.

7. The method according to claim 2, further comprising the step of attaching the first candidate equipment to the first virtual piece in response to a second selection operation for selecting the first candidate equipment in the first equipment slot.

8. The first selection operation and the second selection operation are tap operations. The step of displaying the first virtual piece in a selected state in response to a first selection operation for selecting the first virtual piece is: The process includes the step of displaying the selected first virtual piece in response to a first tap operation for selecting the first virtual piece, In response to a second selection operation for selecting the first equipment in the equipment field, the step of removing the first equipment from the second virtual piece and attaching the first equipment to the first virtual piece is: The method according to claim 1, comprising the step of hiding the first equipment on the second virtual piece and displaying the first virtual piece equipped with the first equipment in response to a second tap operation for selecting the first equipment in the equipment field.

9. After attaching equipment to the first virtual piece, in response to a third selection operation for selecting an empty area on the game board, the first virtual piece is displayed in an unselected state, or The method according to claim 1, further comprising the step of displaying the first virtual piece in an unselected state in response to the first selection operation for selecting the first virtual piece again, after attaching equipment to the first virtual piece.

10. The method according to claim 1, wherein, after attaching equipment to the first virtual piece, in response to a first selection operation for selecting a third virtual piece, the selected third virtual piece is displayed and the unselected first virtual piece is displayed, wherein the third virtual piece is a virtual piece other than the first virtual piece, controlled by the first account.

11. Remove the equipment from the virtual piece using a remover. In response to a second selection operation for selecting the first equipment in the equipment field, the step of removing the first equipment from the second virtual piece and attaching the first equipment to the first virtual piece is: If the number of removers is equal to or greater than the number of the second virtual piece, in response to the second selection operation, the first equipment is removed from the second virtual piece and the first equipment is attached to the first virtual piece, or The method according to claim 1, further comprising the step of displaying information indicating that there is a shortage of removers if the number of removers is less than the number of the second virtual piece.

12. A mounting device for equipping virtual pieces, including a display module and a mounting module, The display module displays a game board for a round-based chess game, the game board includes a first virtual piece and a second virtual piece controlled by a first account, the second virtual piece is equipped with the first equipment, The display module, in response to a first selection operation for selecting the first virtual piece, displays the first virtual piece in a selected state. The mounting module is a device that, in response to a second selection operation for selecting the first equipment in the equipment section, removes the first equipment from the second virtual piece and mounts the first equipment to the first virtual piece.

13. A computer device comprising a processor and memory storing at least one program, wherein the at least one program is loaded and executed by the processor to implement the method for mounting virtual pieces according to any one of claims 1 to 11.

14. A computer program that causes a computer to perform the method of equipping a virtual piece as described in any one of claims 1 to 11.