Method, apparatus, device, and computer program for interacting with a chessboard in a virtual scene

By dynamically interacting with virtual chessboard grids and pieces based on trigger conditions, the method enriches auto chess gameplay with increased uncertainty and engagement.

JP2026519393APending Publication Date: 2026-06-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-08-12
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

Existing virtual chessboard interactions in auto chess games lack diversity and engagement due to monotonous interaction forms between pieces.

Method used

A method and device that enhance interaction by displaying a virtual chessboard with multiple grids, allowing factions with pieces to interact dynamically based on trigger conditions, determining target grids and interaction schemes, and changing piece states or positions accordingly.

Benefits of technology

This approach increases the uncertainty and diversity of gameplay by introducing random interaction events, enhancing player engagement and resource utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for chessboard interaction in a virtual scene, the method comprising: (101) displaying a virtual chessboard in the interface of a virtual scene, the terminal including a plurality of chessboard grids; (102) displaying at least two factions in interaction on the chessboard grids of the virtual chessboard, each faction including at least one piece, and one chessboard grid used to place one piece; and (103) determining a target chessboard grid and interaction scheme corresponding to an interaction event in response to the fulfillment of trigger conditions for an interaction event during the interaction process of at least two factions, and changing the state or position of a target piece associated with the target chessboard grid based on the interaction scheme.
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Description

Technical Field

[0001] Cross-reference to related applications The embodiments of this application are filed based on a Chinese patent application with the application number 202311368153.7 and the filing date of October 20, 2023, claim the priority of the Chinese patent application, and all the contents of the Chinese patent application are incorporated into the embodiments of this application.

[0002] This application relates to man-machine interaction technology, and in particular, to a chessboard interaction method, device, equipment and storage medium in a virtual scene.

Background Art

[0003] The display technology by graphic processing hardware expands the channels of environmental perception and information acquisition. In particular, the display technology of virtual scenes can realize various interactions between virtual objects controlled by users or artificial intelligence based on actual application needs, and has various typical application scenarios. For example, in a virtual scene such as a game, the actual battle process between virtual characters can be simulated.

[0004] Taking the virtual scene of auto chess as an example, auto chess is a game mode in which players place pieces to play a game. However, in the related technology, such a game mode generally involves mechanisms related to pieces. In the battle process, the pieces of auto chess are located on independent chessboards and fight with each other. The limited interaction between such different pieces has a monotonous interaction form.

Summary of the Invention

Problems to be Solved by the Invention

[0005] The embodiments of this application provide a chessboard interaction method, device, electronic equipment, computer-readable storage medium and computer program product in a virtual scene, which can enrich the interaction method. [Means for solving the problem]

[0006] The technical invention of the embodiment of this application is realized as follows: The embodiments of this application provide a method for interacting with a chessboard in a virtual scene. The steps include displaying a virtual chessboard containing multiple chessboard grids in the interface of the virtual scene, A step of displaying at least two interactive factions on the chessboard grid of the virtual chessboard, wherein each faction includes at least one piece, and one chessboard grid is used to place one piece. The process of interaction between at least two factions includes the step of determining a target chessboard grid and interaction scheme corresponding to the interaction event in response to the fulfillment of the trigger conditions for the interaction event, and changing the state or position of the target piece associated with the target chessboard grid based on the interaction scheme.

[0007] Embodiments of this application provide a chessboard interaction device in a virtual scene. The interface of the virtual scene includes a first display module that displays a virtual chessboard containing multiple chessboard grids, A second display module that displays at least two interactive factions on the chessboard grid of the virtual chessboard, each faction including at least one piece, and one chessboard grid being used to place one piece, The system includes an interaction processing module that, in response to the fulfillment of trigger conditions for an interaction event during the interaction process of at least two factions, determines a target chessboard grid and an interaction scheme corresponding to the interaction event, and modifies the state or position of a target piece associated with the target chessboard grid based on the interaction scheme.

[0008] The embodiments of this application provide electronic equipment. Memory for storing computer-executable instructions or computer programs, The invention includes a processor that, upon executing a computer-executable instruction or computer program stored in the memory, realizes a chessboard interaction method in a virtual scene provided by the embodiment of this application.

[0009] Embodiments of this application provide a computer-readable storage medium on which computer-executable instructions or computer programs are stored and, when executed by a processor, realize a chessboard interaction method in a virtual scene provided by embodiments of this application.

[0010] Embodiments of this application provide a computer program product including a computer program or computer-executable instructions, and when the computer program or computer-executable instructions are executed by a processor, a chessboard interaction method in a virtual scene provided by embodiments of this application is realized. [Effects of the Invention]

[0011] The embodiments of this application have the following beneficial effects: By applying the embodiments of this application, when the trigger conditions for an interaction event are met during the process of multiple factions interacting on a virtual chessboard, the target chessboard grid and interaction method corresponding to the interaction event are determined, and the state or position of the target piece associated with the target chessboard grid is changed based on the interaction method. In this way, by introducing interaction events during the interactive process, the uncertainty of how to play the interactive game is improved during the interactive process, the introduction of interaction events enables interaction between the target chessboard grid and the target piece, and by changing the state or position of the target piece on the virtual chessboard in such an interaction mode, the diversity of how to play the interactive game is improved, and the utilization of hardware resources is increased. [Brief explanation of the drawing]

[0012] [Figure 1] This is a schematic diagram of the architecture of the chessboard interaction system 100 in a virtual scene provided by the embodiment of this application. [Figure 2] This is a schematic diagram of the structure of the electronic device 500 provided in the embodiment of this application. [Figure 3] This is a schematic flowchart of the chessboard interaction method in an object-recognition virtual scene provided by the embodiment of this application. [Figure 4] This is a schematic diagram of the virtual chessboard display provided by the embodiment of this application. [Figure 5] This is a schematic diagram of the trigger effect of the interaction event provided in the embodiment of this application. [Figure 6] This is a schematic diagram of the change in piece position provided by the embodiment of this application. [Figure 7] This is a schematic diagram of the change in piece position provided by the embodiment of this application. [Figure 8] This is a schematic diagram of the trigger effect of the interaction event provided in the embodiment of this application. [Figure 9]It is a schematic diagram of the trigger effect of the interaction event provided by the embodiment of the present application. [Figure 10] It is a schematic flowchart of the chessboard interaction method in the virtual scene provided by the embodiment of the present application. [Figure 11] It is a schematic diagram of the selection of the interaction mode provided by the embodiment of the present application.

Embodiment for Implementing the Invention

[0013] To make the purpose, technical solution and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the drawings. The described embodiments do not limit the present application. On the premise that those skilled in the art do not perform labor worthy of inventive step, all other obtained embodiments belong to the protection scope of the present application.

[0014] Here, in the embodiment of the present application, when it comes to related data such as user information (for example, the interactive level of the pieces controlled by the user), and when the embodiment of the present application is applied to a specific product or technology, the permission or consent of the user shall be obtained, and the collection, use and processing of related data shall comply with relevant laws, regulations and standards.

[0015] In the following description, regarding "some embodiments", a subset of all possible embodiments is described. However, "some embodiments" are the same subset or different subsets of all possible embodiments, and may be combined with each other if there is no conflict.

[0016] In the following description, the related terms such as "first / second..." do not indicate a specific order for objects, but are only used to distinguish similar objects. If permitted so that the embodiments of the present application described herein can be implemented according to an order other than the illustration or description in this specification, the specific order or the front-back order can be exchanged for "first / second...".

[0017] <00000Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art. The terms used herein are not limiting to this application and are used solely to describe embodiments of this application.

[0018] Before further detailing the embodiments of this application, the nouns and terms relevant to the embodiments of this application are explained, and the nouns and terms relevant to the embodiments of this application are interpreted as follows. 1) Client: An application program that runs on a terminal to provide various services, such as a video playback client or a game client. 2) Responding to...: Indicates a condition or state on which an operation to be performed depends, and if the condition or state is met, one or more operations to be performed may be in real time or with a predetermined delay, and unless otherwise specified, there is no restriction on the order in which multiple operations to be performed may be performed. 3) Virtual Scene: A virtual scene displayed (or provided) when an application program is executed on a terminal, which may be a simulation environment for the real world, a semi-simulated semi-virtual environment, or a fully virtual environment. The virtual scene may be any one of two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes. The dimensions of the virtual scene are not limited in the embodiments of this application. For example, the virtual scene may include the sky, land, sea, etc., and the land may include environmental elements such as deserts and cities, and the user can control virtual objects to move within the virtual scene. 4) Auto Chess: A general term for electronic strategy board games that combine elements of traditional board games and role-playing games. The basic rules of the game involve players selecting different types of pieces and arranging them to create a layout. These layouts are then placed on a virtual chessboard, and the pieces automatically battle against the other player's layout until one player wins. This process is repeated multiple times until one turn (or game) is completed and the game ends.

[0019] Embodiments of this application provide a chessboard interaction method, apparatus, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can improve the diversity of interactive gameplay. The following describes exemplary applications of the electronic device provided by the embodiment of this application. The electronic device may be implemented as a user terminal of various types, such as a laptop, tablet, desktop computer, set-top box, mobile device (e.g., mobile phone, digital audio player, personal digital assistant, dedicated messaging device, portable game console), smartphone, smart speaker, smartwatch, smart TV, or in-car terminal, or as a server. The following describes exemplary applications when the device is implemented as a terminal.

[0020] Referring to Figure 1, which is a schematic diagram of the architecture of a chessboard interaction system 100 in a virtual scene provided by an embodiment of the present application, where terminals (terminals 400-1 and 400-2 are shown as examples) are connected to a server 200 via a network 300, and the network 300 may be a wide area network, a local network, or a combination of both.

[0021] In some embodiments, the terminal is equipped with a client, such as a video playback client or a game client. The server 200 may be a backend server corresponding to a client, an independent physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal and the server may be connected directly or indirectly by wired or wireless communication, and are not limited to the embodiments of this application.

[0022] In actual application, the terminal displays a virtual chessboard containing multiple chessboard grids in the interface of a virtual scene, displays at least two factions interacting on the chessboard grids of the virtual chessboard, each faction containing at least one piece, and one piece placed on each chessboard grid. During the interaction of at least two factions, the server determines whether the trigger conditions for an interaction event are met, and if the trigger conditions for an interaction event are met, determines the target chessboard grid and interaction scheme corresponding to the interaction event, returns the target chessboard grid and interaction scheme corresponding to the interaction event to the terminal, and the terminal changes the state or position of the target piece associated with the target chessboard grid based on the interaction scheme.

[0023] Referring to Figure 2, which is a schematic diagram of the structure of an electronic device 500 provided by an embodiment of the present application, and taking the example that the electronic device 500 is the terminal of Figure 1, the electronic device 500 in Figure 2 includes at least one processor 510, memory 550, at least one network interface 520 and a user interface 530. Each component in the electronic device 500 is coupled via a bus system 540, where the bus system 540 enables connection communication between these components. In addition to the data bus, the bus system 540 further includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, each bus in Figure 2 is referred to as the bus system 540.

[0024] The processor 510 may be an integrated circuit chip having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, etc. The general-purpose processor may be a microprocessor or any ordinary processor.

[0025] The memory 550 may include volatile memory or non-volatile memory, or both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random-access memory (RAM). The memory 550 described in the embodiments of this application is intended to include any suitable type of memory. Selectively, the memory 550 includes one or more storage devices located physically away from the processor 510.

[0026] In some embodiments, the memory 550 stores data to support various operations, and examples of this data include programs, modules, and data structures, or subsets and supersets thereof, which are described below illustratively.

[0027] The operating system 551 includes system programs that handle various basic system services and perform hardware-related tasks, such as a framework layer, core library layer, and driver layer, and implements various basic operations and processes hardware tasks. The network communication module 552 reaches other electronic devices via one or more (wired or wireless) network interfaces 520, and exemplary network interfaces 520 include Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB).

[0028] In some embodiments, the chessboard interaction device in a virtual scene provided by the embodiments of this application may be implemented in software form, and the chessboard interaction device in a virtual scene provided by the embodiments of this application is provided as various software embodiments, including various forms that include application programs, software, software modules, scripts or code. Figure 2 shows the chessboard interaction device 555 in a virtual scene stored in memory 550, which may be software in the form of a program and plug-ins, and includes a series of modules: a first display module 5551, a second display module 5552 and an interaction processing module 5553. Since these modules are logical, they may be arbitrarily combined or further divided based on their implementation functions, and the functions of each module will be described below.

[0029] In some other embodiments, the apparatus provided by the embodiments of this application may be implemented in hardware form, for example, the apparatus provided by the embodiments of this application employs a processor in the form of a hardware decode processor and is programmed to perform the chessboard interaction method in the virtual scene provided by the embodiments of this application, for example, the processor in the form of a hardware decode processor may employ one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic elements.

[0030] In some embodiments, a terminal or server executes various computer-executable instructions or computer programs to realize the chessboard interaction method in the virtual scene provided by the embodiments of this application. For example, the computer-executable instructions may be microprogram-level instructions, machine instructions, or software instructions. The computer program may be a native program or software module in an operating system, a local application program (APP), i.e., a program that is executable only when installed in an operating system, such as a game APP, or a mini-program that can be embedded in any APP, i.e., a program that is executable when downloaded to a browser environment. In short, the above-mentioned computer-executable instructions may be of any form, and the above-mentioned computer program may be any form of application program, module, or plug-in.

[0031] As described above, the chessboard interaction method in a virtual scene provided by the embodiment of this application can be implemented by various types of electronic devices, and may be independently executed by either the terminal and server 200 in Figure 1, or jointly executed by the terminal and server 200 in Figure 1. Hereinafter, the example of the terminal in Figure 1 independently executing the chessboard interaction method in a virtual scene provided by the embodiment of this application will be described. Referring to Figure 3, which is a schematic flowchart of the chessboard interaction method in a virtual scene provided by the embodiment of this application, the steps in Figure 3 will be explained in combination.

[0032] Step 101: In the virtual scene interface, the terminal displays a virtual chessboard containing multiple chessboard grids.

[0033] In actual application, the terminal has a client installed that supports the virtual scene (for example, if the virtual scene is an auto chess game, the corresponding client is an auto chess game app). When the user launches the client installed on the terminal, and the terminal runs the client, the client displays the interface of the virtual scene, and the virtual chessboard is displayed on the virtual scene interface. The virtual chessboard includes an interactive area and a standby area. Both the interactive and standby areas consist of multiple chessboard grids for placing pieces. One piece is placed on each chessboard grid. Unused pieces are placed on the chessboard grids in the standby area, and pieces in use are placed on the chessboard grids in the interactive area. The position of the chessboard grid where a piece is located in the interactive area affects the piece's interactive range (e.g., attack range) and interactive effect (e.g., combat effect). When the interaction of each turn (i.e., each round or each game) begins, after the player places their pieces on the corresponding chessboard grids, the pieces can interact (e.g., play against) with pieces placed by other players (i.e., pieces in other factions).

[0034] Step 102: Display at least two interactive factions on the chessboard grid of the virtual chessboard, with each faction containing at least one piece.

[0035] Here, at the start of each turn, the game first enters a standby phase, during which the player rationally selects and purchases pieces based on their own faction (or formation) and strategy. Each piece has a unique skill mechanism and combat mechanism (i.e., pieces are generally virtual characters that participate interactively in a virtual scene, with different pieces having different skills or combat modes, and these having mutually restrictive or related relationships). The player rationally lays out the purchased pieces to form their own faction and improve their chances of winning battles. After the standby phase ends and the game enters the operation phase (i.e., the interactive phase), the player's faction corresponding to the current login account and the factions of other players (i.e., those corresponding to other login accounts different from the current login account) interact (or compete) on the chessboard grid of a virtual chessboard. During the interaction, the player cannot control the specific actions of the pieces; the system automatically calculates and decides on the specific actions of the pieces. If the player wins, they acquire gold coins and experience points. Gold coins can be used to purchase more pieces, and experience points increase the player's level.

[0036] Furthermore, during the interactive process, players can improve the combat power of their pieces by purchasing virtual skills and virtual equipment. Different virtual skills or pieces of virtual equipment provide different buff effects; for example, some virtual skills enhance a piece's attack power, while others enhance its defense and special abilities. To deal with different enemies, players need to continuously adjust their forces and purchase or use skills and equipment. Players can also team up with other players and cooperate to support and assist each other in battles.

[0037] Referring to Figure 4, which is a schematic diagram of the display of a virtual chessboard provided by an embodiment of the present application, the virtual chessboard is displayed in the interface of the virtual scene, and the virtual chessboard includes an interactive area 401 and a standby area 402, both of which consist of multiple chessboard grids for placing pieces, and after the player selects the necessary pieces, if the pieces are unused (i.e., the pieces have not yet been selected for interaction), the unused pieces are displayed in the standby area 402 on the player's side, and the pieces in use (i.e., the pieces selected for interaction) are displayed in the interactive area 401, that is, the pieces of each side participating in the interaction are displayed in the interactive area 401.

[0038] Step 103: In the interactive process of at least two factions, in response to the fulfillment of the trigger conditions for an interaction event, determine the target chessboard grid and interaction scheme corresponding to the interaction event, and change the state or position of the target piece associated with the target chessboard grid based on the interaction scheme.

[0039] In some embodiments, before determining the target chessboard grid and interaction method corresponding to an interaction event, the terminal determines that the trigger conditions for the interaction event have been met as follows: namely, in response to reaching a random point in time corresponding to the interaction event, or in response to the interactive progress of at least two factions reaching a first target progress, or in response to the target pieces in at least two factions triggering a first target event.

[0040] An interaction event is an event that can trigger interaction between a chessboard grid and pieces participating in an interactive process between different factions. In practical application, one or more interaction events can be set before or during the interaction between pieces in different factions. Different interaction events correspond to different interaction methods, and different interaction events correspond to different trigger conditions. When the trigger conditions for an interaction event are met, an interaction between the chessboard grid and the piece is triggered using the interaction method corresponding to that interaction event. Such an interaction can change the state or position of the target piece on the virtual chessboard.

[0041] In actual application, to improve the uncertainty of how interactive gameplay unfolds during the interactive process of the pieces, the trigger timing of interaction events is randomized. By pre-setting trigger conditions for interaction events, when the trigger conditions are met, the corresponding interaction event is triggered. For example, a random point in time for triggering an interaction event (e.g., N seconds, where N can be set according to the actual needs, e.g., 5 or 8) is pre-set for the interaction event, and when the random point in time is reached, the interaction event is triggered.

[0042] Alternatively, an interaction event may have a pre-set interactive progress threshold for triggering it. When the interactive progress among participating factions reaches a first target progress threshold, the trigger condition for the interaction event is considered met (i.e., the interaction event is triggered). The dimensions of the interactive progress threshold and the first target progress threshold are also random, and the interactive progress threshold may be set or adjusted randomly according to actual needs. For example, the interactive score could be the dimension, and when the interactive score of any one of the participating factions reaches a target score (i.e., the first target progress threshold, which can be set according to actual needs, e.g., 80 or 100 points), the interaction event is triggered. Or, for example, the interactive process could be the dimension, and when the interactive process among the participating factions reaches a target process (i.e., the first target progress threshold, e.g., 30%, 50%, or 80% of the entire interactive process), the interaction event is triggered.

[0043] Furthermore, if a target piece participating in an interaction event has a pre-set target event to trigger it, and the target piece triggers the pre-set target event, it is considered to have met the trigger conditions for the interaction event (i.e., triggered the interaction event). The target piece is a piece from one of the multiple factions participating in the interaction, and the number of target pieces can be one or more (two or more). If there are multiple target pieces, these multiple target pieces are pieces from one or more of the multiple factions participating in the interaction. The first target event is an event that can trigger an interaction event, such as a target skill release event, a target equipment use event, or a target object attack event. In actual application, target events can be flexibly set and adjusted. For example, if the first target event is a target skill release event, when a target piece releases a target skill, it is determined that the target piece has triggered the target skill release event (i.e., the first target event), and in this case, it is considered to have met the trigger conditions for the interaction event. For example, if the first target event is a target equipment use event, when a target piece interacts using target equipment (a virtual prop with attack capabilities), it is determined that the target piece has triggered a target equipment use event (i.e., the first target event), and in this case, the trigger condition for the interaction event is considered to have been met. For example, if the first target event is a target object attack event, when a target piece attacks a target object in the enemy's camp (i.e., a target piece in the enemy's camp), it is determined that the target piece has triggered a target object attack event (i.e., the first target event), and in this case, the trigger condition for the interaction event is considered to have been met.

[0044] The above method increases the uncertainty of interactive gameplay by triggering randomly set interaction events during the interactive process. The introduction of interaction events enables interaction between the target chessboard grid and target pieces, improving the diversity of interactive gameplay and the utilization of hardware resources.

[0045] In some embodiments, the terminal determines the target chessboard grid corresponding to the interaction event as follows: either a chessboard grid randomly selected from the virtual chessboard is determined as the target chessboard grid corresponding to the interaction event, or a chessboard grid that satisfies the target conditions, selected from the chessboard grids on the virtual chessboard where pieces are placed, is determined as the target chessboard grid corresponding to the interaction event.

[0046] Here, in order to further enhance the uncertainty of how to play the interactive game, the target chessboard grid corresponding to the interaction event has randomness. For example, a chessboard grid randomly selected from the virtual chessboard (which may be a chessboard grid with pieces on it or a chessboard grid without pieces on it) is set as the target chessboard grid corresponding to the interaction event. Alternatively, for example, a chessboard grid that satisfies the target conditions and is selected from the chessboard grids with pieces on the virtual chessboard is determined as the target chessboard grid corresponding to the interaction event. The target conditions are that the interactive level of a placed piece reaches a target level (which can be set randomly according to the actual needs; for example, the target chessboard grid is the chessboard grid where pieces that have reached interactive level 5 are located on the virtual chessboard), and that the interactive progress of a placed piece reaches a second target progress (the dimensions of the interactive progress and the second target progress are also random, and the interactive progress or the second target progress can be set or adjusted randomly according to the actual needs; for example, the dimension may be an interactive score, an interactive process, for example, selection from pieces placed on the virtual chessboard). The interactive score of the piece reached 90 points (the chessboard grid on which the selected piece is located is designated as the target chessboard grid), and the placed piece triggered a second target event (the second target event is an event that can respond to an interaction event, such as a target skill release event, a target equipment use event, or a target object attack event, and in actual application, the second target event can be flexibly set and adjusted, for example, the chessboard grid on which the piece that triggered the target skill release event on the virtual chessboard is located is designated as the target chessboard grid).

[0047] In the above method, the target chessboard grid corresponding to interaction events also possesses randomness, further increasing the uncertainty of how to play the interaction during the interactive process, thereby increasing the diversity of how to play the interaction and the utilization of hardware resources.

[0048] Here, the selection of the target chessboard grid may be obtained by the terminal intelligently selecting it based on a pre-configured selection mechanism, or the player may be provided with a selection entry point for the chessboard grid, and the chessboard grid selected by the selection entry point becomes the target chessboard grid. For example, in response to the fulfillment of the trigger conditions for an interaction event, the terminal first displays prompt information for the interaction event and a selection control (as a selection entry point) for selecting a chessboard grid, and in response to the selection operation triggered based on the selection control, the selected chessboard grid becomes the target chessboard grid, thereby allowing the player to select the corresponding chessboard grid according to their actual needs and change the state or position of the pieces associated with that chessboard grid, thereby improving the player's active participation in the game.

[0049] In some embodiments, before changing the state or position of a target piece associated with a target chessboard grid based on an interaction method, the terminal further determines the target piece as follows: that is, it determines a piece placed on the target chessboard grid as the target piece associated with the target chessboard grid, or it determines a piece whose position opposite the target chessboard grid is the target direction as the target piece associated with the target chessboard grid.

[0050] In actual application, after determining the target chessboard grid, if a piece is placed on the target chessboard grid, the placed piece is considered a target piece associated with the target chessboard grid. Alternatively, regardless of whether a piece is placed on the target chessboard grid, a piece whose position opposite the target chessboard grid is in the target direction (including at least one element of distance and angle) (i.e., a piece placed on another chessboard grid whose position opposite the target chessboard grid is in the target direction) is considered a target piece associated with the target chessboard grid. For example, a piece placed on the chessboard grid immediately in front of the target chessboard grid may be considered a target piece associated with the target chessboard grid, or a piece placed on any chessboard grid other than the two grids to the right of the target chessboard grid may be considered a target piece associated with the target chessboard grid. In this way, the target pieces have the same randomness, further increasing the uncertainty of the interactive gameplay during the interactive process, thereby increasing the diversity of interactive gameplay and the utilization of hardware resources.

[0051] In some embodiments, the terminal changes the state or position of a target piece associated with a target chessboard grid based on an interaction method, namely, if the interaction method instructs the terminal to change the state of a piece on the virtual chessboard, it changes the motion state or attribute state of the target piece associated with the target chessboard grid, and if the interaction method instructs the terminal to change the position of a piece on the virtual chessboard, it changes the position of the target piece associated with the target chessboard grid on the virtual chessboard.

[0052] Here, when an interaction method instructs a player to change the state of a piece on a virtual chessboard, the interaction method changes the motion state of the target piece associated with the target chessboard grid (i.e., changes whether the target piece moves or its motion pattern), for example, changing from a moving state to a stationary state, or from a running state to a jumping state. Alternatively, the interaction method changes the attribute state of the target piece, and after changing the attribute state, it affects the interactive capabilities of the target piece. Therefore, interacting based on the new attribute state or interactive capabilities increases the uncertainty of whether the piece will interact on the virtual chessboard, thereby enhancing the challenge and interest of the interaction.

[0053] The interaction method, when instructing to change the position of a piece on a virtual chessboard, changes the position of the target piece associated with the target chessboard grid on the virtual chessboard. For example, if the chessboard grid where the target piece is located is changed from the first chessboard grid to the second chessboard grid, and the positions are swapped, the target piece in the new position must re-lock its attack target. In other words, after changing positions, the target piece must re-lock its attack target based on its new distance position, thereby increasing the randomness of the interaction in the process of interaction between different factions and enhancing the challenge and interest of the interaction.

[0054] In some embodiments, before changing the motion state of the target piece associated with the target chessboard grid, the terminal controls the target piece associated with the target chessboard grid to move on the virtual chessboard, and accordingly, the terminal controls the target piece to change its motion state, i.e., to change it from a moving state to a frozen state, and a target piece in a frozen state is stationary on the virtual chessboard.

[0055] Referring to Figure 5, which is a schematic diagram of the trigger effect of an interaction event provided by an embodiment of this application, if the interaction event is an event having a piece freezing function, the corresponding interaction method is the freezing method, and before the trigger condition of the interaction event is met, the target piece can move on different chessboard grids of the virtual chessboard, and when the trigger condition of the interaction event is met, the interaction method corresponding to the interaction event (i.e., the freezing method) freezes the target piece, prohibiting the target piece from moving on the virtual chessboard, that is, controlling the target piece to convert it from a moving state to a frozen state or a stationary state.

[0056] According to the above method, after changing the movement state of the target piece associated with the target chessboard grid, the interactive characteristics of the target piece in a different movement state will differ. Therefore, interaction with other pieces will have a certain degree of uncertainty, increasing the randomness of the interaction process and enhancing the challenge and interest of the interaction.

[0057] In some embodiments, while a target piece is frozen, it is prohibited for the target piece to attack other pieces (i.e., any other piece on the virtual chessboard other than the target piece), or for other pieces to attack the target piece. Here, while the target piece is frozen, it cannot attack other pieces, nor can it be attacked by other pieces. Of course, in actual application, if other pieces are allowed to attack a frozen target piece, when a frozen target piece is attacked by another piece, it will trigger a chain reaction, for example, if the other piece that attacked the target piece takes additional damage after being bounced back by the target piece (or the ice block used to freeze the target piece), thereby maintaining the ecological balance of the game.

[0058] In some embodiments, while the target piece is frozen, the freezing period during which the target piece is frozen can be obtained, and when the freezing period reaches a target period, the target piece is controlled to recover from the frozen state to the moving state.

[0059] In actual application, after an interaction event is triggered, the state change of the target piece due to the interaction event has a certain timeliness; that is, within the valid time range, the interaction event causes a change in the state of the target chessboard grid, and beyond the valid time range, the interaction event cannot cause a change in the state of the target chessboard grid. In this case, the target piece is controlled to recover from the changed state to the previous state, for example, to change from a frozen state to an unfrozen state, and the unfrozen target piece can move continuously on the virtual chessboard, that is, recover from the stationary state when frozen to the moving state after unfrozen. This maintains the ecological balance of the game, enriches the interaction method, increases the player's willingness to trigger interaction events, and further improves the retention rate of the game product.

[0060] In some embodiments, the attribute state types include at least one of hit points, defense, attack, ability score, and magic points, and each type of attribute state is represented in at least one form of a quantized value (quantized value) or quantized graphic of the corresponding state, and accordingly, the terminal changes the attribute state of the target piece associated with the target chessboard grid as follows: i.e., the attribute state is changed based on the amount of attribute value change of the attribute state of the target piece associated with the target chessboard grid.

[0061] Here, changing the attribute state of a target piece is essentially changing the attribute value of the attribute state, for example, increasing or decreasing the attribute value of the attribute state based on the amount of attribute value change. Here, when changing the attribute state of a target piece, one type of attribute state of the target piece may be changed, or multiple types of attribute states of the target piece may be changed.

[0062] In actual application, the amount of attribute value change for an attribute state is determined as follows: for example, an influencing factor that affects the amount of attribute value change for an attribute state is obtained, and then the amount of attribute value change corresponding to the appropriate attribute state that has a positive correlation with the influencing factor is determined. The influencing factor includes at least one of the contribution of an attribute state to the target piece's interactive ability, and the difference in attribute values ​​of the attribute state between the target piece and other pieces in the opposing faction. Generally, there is a positive correlation between the amount of attribute value change for an attribute state and the influencing factor. For example, if the influencing factor includes the contribution of an attribute state to the target piece's interactive ability, the greater the contribution of an attribute state to the interactive ability, the larger the influencing factor for the corresponding attribute state, and the greater the amount of attribute value change for the corresponding attribute state. For example, for two attribute states, hit points and stamina, if the contribution of hit points to the target piece's interactive ability is 20% and the contribution of stamina to the target piece's interactive ability is 5%, then the amount of change for hit points is greater than the amount of change for stamina. For example, the amount of change for hit points is 50, and the amount of change for stamina is 10.

[0063] Furthermore, for example, if the influencing factors include the difference in attribute values ​​of attribute states possessed by the target piece and other pieces in the opposing camp, the larger the difference in attribute values ​​of the same attribute state possessed by the target piece and other pieces in the opposing camp, the larger the amount of attribute value change for the corresponding attribute state. For example, regarding the attribute state of hit points, if the target piece's hit points are 100 and the hit points of other pieces in the opposing camp are 200, then the hit point difference between the target piece and the other pieces is 100 (i.e., 200-100). In this case, the hit points of the target piece are increased, and the amount of change to the target piece's hit points is set to 80, i.e., the target piece's hit points are increased to 180. The difference between the increased hit points of the target piece (180) and the hit points of the other pieces (200) becomes 20, thus reducing the difference between the hit points of the target piece and the other pieces in the opposing camp. Regarding the stamina attribute, if the target piece has a stamina value of 100 and the stamina value of other pieces in the opposing faction is 150, then the difference in stamina values ​​between the target piece and the other pieces is 50 (i.e., 150-100). Since the difference in stamina values ​​is smaller than the difference in hit points, the increase in the target piece's stamina value is smaller than the increase in hit points. For example, if the target piece's stamina value is increased by 50, the increased stamina value of the target piece becomes 150, and the difference between the increased stamina value of the target piece (150) and the stamina value of the other pieces (150) becomes 0. This reduces the difference in stamina values ​​between the target piece and other pieces in the opposing faction, thereby minimizing the difference in interactive capabilities between different pieces and maintaining the ecological balance of the game.

[0064] In some embodiments, if there are multiple target pieces associated with a target chessboard grid, the terminal modifies the positions of the target pieces on the virtual chessboard associated with the target chessboard grid so as to swap the positions of the multiple target pieces on the virtual chessboard.

[0065] In actual applications, if there is one target piece associated with a target chessboard grid, the position of the target piece on the virtual chessboard is changed, and the target piece is instantaneously moved from its current chessboard grid to another chessboard grid, thereby achieving instantaneous movement changes in spatial position. Of course, in actual applications, the process of gradually moving the target piece from its current chessboard grid to another chessboard grid can be displayed to meet the needs for displaying diverse content. The embodiments of this application do not limit the method of changing the position of the target piece, and if there are multiple (two or more) target pieces associated with a target chessboard grid, changing the positions of these multiple target pieces on the virtual chessboard can be achieved by exchanging the chessboard grids of each other on the virtual chessboard.

[0066] Referring to Figure 6, which is a schematic diagram of piece position change provided by an embodiment of the present application, taking as an example that the target pieces include pieces A and 2, before the position swap, piece A is in the first chessboard grid and piece 2 is in the second chessboard grid, and when the trigger conditions for triggering the position swap interaction event are met, pieces A and 2 are controlled to swap positions on the virtual chessboard, i.e., after the position swap, piece A is in the second chessboard grid and piece 2 is in the first chessboard grid.

[0067] Here, the different target pieces whose positions are to be exchanged may be located in the same camp or in different camps; that is, the exchange of positions may be between different pieces in the same camp or between different pieces in different camps.

[0068] In some embodiments, if the target pieces associated with the target chessboard grid include pieces in at least one pair of pieces, and each pair of pieces includes a first piece and a second piece belonging to different factions, the terminal modifies the positions of the target pieces associated with the target chessboard grid on the virtual chessboard so as to swap the positions of the first piece and the second piece on the virtual chessboard in each pair of pieces.

[0069] In practical applications, if the target pieces associated with a target chessboard grid are different pieces in one or more (two or more) pairs (there are multiple target pieces), changing the position of the target pieces on the virtual chessboard can be achieved by swapping the positions of the different pieces on the virtual chessboard in each pair.

[0070] Referring to Figure 7, which is a schematic diagram of piece position changes provided by an embodiment of the present application, assuming that the first camp includes pieces 1, 2, and 3, and the second camp includes pieces A, B, and C, and the target pieces include pieces 1 and 2 in the first camp and pieces A and C in the second camp, and (piece 1, piece A) is the first piece pair and (piece 2, piece B) is the second piece pair, when the positions are swapped, the positions of pieces 1 and A in the first piece pair on the virtual chessboard (i.e., the chessboard grid) are swapped, and the second By swapping the positions of piece 2 and piece B on the virtual chessboard in a pair of pieces, a positional exchange between different pieces in different factions is achieved. After the exchange, the piece in the new position must re-lock its attack target (i.e., after the exchange, the target piece must re-lock its attack target based on its new distance position), thereby increasing the randomness of interaction between different factions during the interactive process and enhancing the challenge and interest of the interaction.

[0071] In some embodiments, the terminal controls the target chessboard grid to change the position of the target piece associated with the target chessboard grid on the virtual chessboard, i.e., to perform an attack operation against the target piece associated with the target chessboard grid, and demonstrates the process by which the attack operation of the target chessboard grid causes the target piece to move from a first chessboard grid to a second chessboard grid on the virtual chessboard.

[0072] In actual application, if an interaction event is an event with a piece attack function, the terminal controls the target chessboard grid corresponding to the interaction event to perform an attack operation against the target piece, and demonstrates the process by which the target piece moves from a first chessboard grid to a second chessboard grid on the virtual chessboard through the attack action of the target chessboard grid. Before being attacked, the target piece is located in the first chessboard grid (which may be the target chessboard grid or another chessboard grid adjacent to the target chessboard grid), and during the attack action, the target piece is attacked and moves to the other chessboard grid, for example, the target piece is blown away by the target chessboard grid and falls into the other chessboard grid, or, if the target piece is located behind the target chessboard grid, the target piece is repelled by the target chessboard grid. In this way, the interaction between the chessboard grid and the pieces is controlled to be truly interactive during the process of pieces moving between different factions. That is, the chessboard grid is controlled to not only be used for placing pieces but also to perform actual interactive operations, enriching the methods of interaction and increasing the diversity of interactive gameplay.

[0073] In some embodiments, during the process of changing the state of a target piece associated with a target chessboard grid, or before changing the position of a target piece associated with a target chessboard grid, the terminal may further demonstrate special effects on the target piece of the target chessboard grid.

[0074] Here, if the trigger conditions for an interaction event are met, the corresponding change special effect may be displayed during the process of changing the state of the target piece using the interaction method corresponding to the interaction event, or before changing the position of the target piece.

[0075] For example, an interaction method corresponding to an interaction event is a change in the movement state of the target piece, for example, in the case of freezing the target piece in Figure 5, which exhibits a special freezing effect (for example, the piece is frozen in an ice block). Also, for example, see Figures 8-9, which are schematic diagrams of the trigger effect of an interaction event provided in the embodiment of this application. In Figure 8, the interaction event is an event to change the state of the target piece (commonly known as a scorching rock). After the scorching rock functional event is triggered, the target pieces (pieces A and 2) are burned, exhibiting a special burning effect (for example, flames). During the process of the target pieces being burned, the attribute state of the target pieces changes, for example, every second, HP decreases by 5% and damage increases by 200%. In Figure 9, the interaction event is an event to change the position of the target pieces (commonly known as a quicksand zone). After the quicksand zone functional event is triggered, the target pieces (pieces A and 2) trigger a quicksand transfer effect, causing a quicksand vortex to form around the feet of the target pieces (i.e., exhibiting a quicksand special effect). Once the quicksand vortex reaches a certain point or disappears, the positions of the target pieces on the virtual chessboard are changed, for example, swapping the positions of pieces A and 2.

[0076] In some embodiments, the terminal changes the state or position of the target pieces associated with the target chessboard grid based on an interaction method, namely, if there is one interaction event and at least two target chessboard grids, the terminal changes the state or position of the target pieces associated with at least two target chessboard grids based on the interaction method.

[0077] Here, if there is one interaction event and multiple target chessboard grids corresponding to that event, one interaction event corresponds to one interaction method, and therefore, one interaction method simultaneously changes the state or position of the target pieces associated with each of the multiple target chessboard grids.

[0078] Assuming the interaction event is the quicksand area described above, and after the quicksand area functional event is triggered, the target chessboard grid corresponding to the quicksand area includes chessboard grid 1 and chessboard grid 2, and chessboard grid 1 is associated with pieces 1 and A, and chessboard grid 2 is associated with pieces 2 and B, then the interaction method corresponding to the quicksand area (i.e., position swap) will swap the positions of pieces 1 and A, and also swap the positions of pieces 2 and B. In this way, a single interaction event will trigger position swaps between multiple pieces, improving the efficiency and diversification of the interaction.

[0079] In some embodiments, the terminal changes the state or position of a target piece associated with a target chessboard grid based on an interaction scheme, namely, if there are at least two interaction events, and at least two interaction events correspond to one target chessboard grid, and one interaction event corresponds to one interaction scheme, the terminal changes the state or position of a target piece associated with a target chessboard grid based on at least one of the at least two interaction schemes.

[0080] Here, when multiple interaction events are triggered at the same time, and these multiple interaction events correspond to the same target chessboard grid, since one interaction event corresponds to one interaction method, there are multiple interaction methods for multiple interaction events. When multiple interaction events are triggered simultaneously, some or all of the multiple interaction methods are selected to change the state or position of the target piece associated with the target chessboard grid.

[0081] In some embodiments, the terminal changes the state or position of a target piece associated with a target chessboard grid based on at least one of at least two interaction methods, i.e., changes the state or position of a target piece associated with a target chessboard grid based on an interaction method randomly selected from at least two interaction methods, or changes the state or position of a target piece associated with a target chessboard grid based on a target interaction method among at least two interaction methods, where the degree of fit between the target interaction method and the target piece exceeds a fit threshold, or superimposes the state or position of a target piece associated with a target chessboard grid based on a target number interaction method among at least two interaction methods, where the degree of superimposed change to the state or position of the target piece by the target number interaction method exceeds the sum of the individual degree of change to the state or position of the target piece by each of the target number interaction methods.

[0082] Here, if there are multiple interaction events triggered at the same time, and these multiple interaction events correspond to the same target chessboard grid, then one interaction method is randomly selected from the interaction methods corresponding to the multiple interaction events to change the state or position of the target pieces associated with the target chessboard grid, or at least two interaction methods are selected, and based on the number of targets (which is less than or equal to the total number of interaction methods), the state or position of the target pieces associated with the target chessboard grid is modified to overlap.

[0083] For example, at the same time, two interaction events are triggered simultaneously, namely, interaction event 1 (e.g., the quicksand area mentioned above) and interaction event 2 (e.g., the scorching rocks mentioned above), and both interaction event 1 and interaction event 2 correspond to one target chessboard grid, and the target pieces associated with the target chessboard grid include pieces 1 and 1A. Then, the interaction method corresponding to interaction event 1 (i.e., quicksand area) (i.e., position swap) swaps the positions of pieces 1 and 1A, or the interaction method corresponding to interaction event 2 (i.e., scorching rocks) (i.e., state change) burns pieces 1 and 1A, reducing their HP, or further burns pieces 1 and 1A with the interaction method corresponding to interaction event 2 (i.e., scorching rocks) (i.e., state change), and the interaction corresponding to interaction event 1 (i.e., quicksand area) In the interaction method (i.e., position exchange), the positions of piece 1 and piece A are exchanged, that is, the state and position of the target piece are changed in a way that overlaps with multiple interaction methods. Interaction event 1 and interaction event 2 act on piece 1 and piece A simultaneously, so the degree of overlapping change exceeds the sum of the individual degree of change to the state or position of the target piece by the various interaction methods. For example, if the positions of piece 1 and piece A are changed by the interaction method (i.e., position exchange) corresponding to interaction event 1 (i.e., quicksand zone), the degree of HP reduction due to piece 1 and piece A being burned is greater than the degree of HP reduction due to being burned if the positions of piece 1 and piece A were not changed by the interaction method (i.e., position exchange) corresponding to interaction event 1. This brings more possible interaction methods into the process of piece interaction and improves the diversification of the interaction modes.

[0084] Furthermore, the terminal selects the target interaction method that best suits the target piece from among multiple interaction methods, and changes the state or position of the target piece using the target interaction method. For example, based on the progress of the target piece's interaction, the terminal selects the interaction method from among multiple interaction methods that corresponds to the state or position that is currently most desirable to change for the target piece. For example, the interaction method includes interaction method 1 for changing the position and interaction method 2 for changing the state (increasing HP). The terminal recognizes the progress of the target piece's interaction and, when it recognizes the position that is currently most desirable to change for the target piece, it selects the interaction method for changing the position. Interaction method 1 changes the position of the target piece on the virtual chessboard. When the system recognizes that the most desirable state for the target piece is now (e.g., increasing HP), interaction method 2 changes the state of the target piece on the virtual chessboard (i.e., increases HP) to change its state (increase HP). In this way, the terminal intelligently selects the most appropriate interaction method for the target piece based on the progress of the target piece's interaction, changes the state or position of the target piece using the selected interaction method, improves the targeting of interaction events for changes to the target piece, enhances the user's interactive experience, and further increases the user retention rate.

[0085] The following describes exemplary applications of the embodiments of this application in actual application scenarios. Taking the virtual scene as an auto chess game as an example, conventional auto chess game mechanisms are generally piece-related mechanisms, and in order to enrich existing ways of playing, related technologies grant certain additional attributes or skill enhancements to the pieces. However, current games are still limited to a mode in which pieces are fixed on a fixed chessboard and battle takes place, the chessboard is used simply for placement, or in certain situations, some chessboard grids have certain enhancement (i.e., buff) effects, and there is no other game-like interaction between the chessboard and the pieces, which limits the fun of more possible auto chess games. Furthermore, in conventional auto chess games, players are aware of which chessboard grids have buff effects, and during the standby phase, they place pieces on the chessboard grids with buff effects to trigger the corresponding enhancements. Such pre-determined interactive modes are manageable by the player, and the outcome of the battle is predictable. For example, after the standby phase ends and the battle phase begins, the battle takes place according to the current battle formation positions, and the player cannot control the specific actions of the pieces. As a result, the predictability of the battle process is very high, and the targeting of positions is also high. However, this weakens the excitement of the battle process for the player, and the enjoyment of the game decreases.

[0086] Accordingly, the embodiments of this application provide a method for chessboard interaction in a virtual scene, which randomly triggers interaction between the chessboard (or chessboard grid) and pieces during the interactive process (i.e., the battle process), thereby increasing the uncertainty in a game where the flow is originally determined, improving the diversity and uncertainty of gameplay, and enriching the enjoyment of auto chess matches.

[0087] Referring to Figure 10, which is a schematic flowchart of a chessboard interaction method in a virtual scene provided by an embodiment of the present application, the method includes the following steps: Step 201: In response to the selection operation, the terminal determines the selected interaction event.

[0088] Here, before a player enters a game, they first select an interaction event that can be randomly triggered during the game. The selection of an interaction event is achieved by selecting an interaction mode. Refer to Figure 11, which is a schematic diagram of the interaction mode selection provided in the embodiment of this application. The selection interface displays multiple types of interaction modes, such as scorching rock, polar ice zone, and quicksand zone. The player can check the functions or interaction effects corresponding to each interaction mode (i.e., check the corresponding interaction events). After the player enters the selected interaction mode, during the interactive process in the entered interaction mode, the corresponding interaction events... The Vent can be triggered to, for example, in the interaction mode "Scorching Rock," trigger an interaction event to burn a piece and change its attribute state (for example, when a piece is burned, its HP decreases by 5% and its damage increases by 200% every second); or in the interaction mode "Frost Zone," trigger an interaction event to freeze a piece (for example, convert a piece from a moving state to a frozen state, and a frozen piece cannot move continuously, attack other pieces, or be attacked by other pieces); or in the interaction mode "Quicksand Zone," trigger an interaction event that has a quicksand effect and can change the position of pieces on the chessboard (for example, swap the positions of different pieces).

[0089] Step 202: Display a virtual chessboard containing multiple chessboard grids in the game's interactive interface.

[0090] Here, at the start of each turn, players first enter a standby phase, during which they rationally select and purchase pieces based on their own faction and strategy. Each piece has a unique skill mechanism and combat mechanism (i.e., different pieces have different skills or combat modes, and these have a mutually restrictive relationship), and players rationally arrange the purchased pieces to form their own faction and improve their chances of winning battles.

[0091] After a player enters a game, the terminal displays the game's interactive interface, which shows a virtual chessboard for interactive play. The virtual chessboard includes an interactive area and a standby area. Both the interactive and standby areas consist of multiple chessboard grids for placing pieces. One piece is placed on each chessboard grid. Unused pieces are placed on the chessboard grids in the standby area, while pieces currently in use are placed on the chessboard grids in the interactive area.

[0092] Step 203: Display at least two interactive factions on the chessboard grid of the virtual chessboard.

[0093] During the match phase, the server randomly assigns opposing factions to the player, that is, it displays at least two interactive factions on the virtual chessboard, each faction containing at least one piece, and these at least two factions include the faction in which the player corresponding to the terminal is currently located, and the opposing faction that is playing against the player's faction.

[0094] Step 204: Determine whether the trigger conditions for the interaction event have been met.

[0095] Here, the trigger conditions for different interaction events are different, and in actual application, in order to improve the uncertainty of how to interact during the interactive process, the trigger timing of interaction events is randomized. By pre-setting trigger conditions for interaction events, when the trigger conditions are met, the corresponding interaction event is triggered. For example, if a random point in time for triggering an interaction event (for example, at the Nth second, where N is set according to the actual needs, for example, it may be set to 5 or 8) is pre-set for the interaction event, the interaction event is triggered when the random point in time is reached.

[0096] During the interaction process of at least two factions, it is determined in real time whether the trigger conditions for an interaction event have been met, for example, whether a randomly placed point in time has been reached. If the trigger conditions for an interaction event have been met (a randomly placed point in time has been reached), step 205 is executed; otherwise, if the trigger conditions for an interaction event have not been met (for example, a randomly placed point in time has not been reached), step 203 is executed.

[0097] Step 205: Determine the interaction method and target chessboard grid corresponding to the interaction event.

[0098] In actual application, different interaction events correspond to different interaction methods. Continuing from the above explanation, for the interaction event corresponding to the "Scorching Rock" interaction mode, the corresponding interaction method is changing the attribute state of a piece (e.g., burning a piece to reduce its HP); for the interaction event corresponding to the "Polar Ice Zone" interaction mode, the corresponding interaction method is changing the movement state of a piece (e.g., freezing a piece to change it from a moving state to a stationary state); and for the interaction event corresponding to the "Quicksand Zone" interaction mode, the corresponding interaction method is changing the position of a piece (e.g., swapping the positions of different pieces on the chessboard).

[0099] To further enhance the uncertainty of how the interactive gameplay unfolds, the target chessboard grid corresponding to an interaction event also possesses randomness. For example, a chessboard grid randomly selected from a virtual chessboard (which may be a chessboard grid with pieces already placed on it, or a chessboard grid that is not yet filled with pieces) is used as the target chessboard grid corresponding to the interaction event.

[0100] Step 206: Interactively change the state or position of the target piece associated with the target chessboard grid.

[0101] To further enhance the uncertainty of interactive gameplay during the interactive process, the targets associated with the target chessboard grid also possess randomness. For example, after determining the target chessboard grid, a piece placed on that grid may be designated as a target piece associated with that grid, or a piece placed on another chessboard grid whose position opposite the target grid is in the target orientation (including at least one element of distance or angle) may be designated as a target piece associated with that grid. For example, a piece placed on the chessboard grid directly in front of the target grid may be designated as a target piece associated with that grid, or a piece placed on any chessboard grid other than the two grids to the right of the target grid may be designated as a target piece associated with that grid. This randomness of the target pieces enhances the uncertainty of interactive gameplay during the interactive process, increasing the diversity of interactive gameplay and the utilization of hardware resources.

[0102] After determining the target piece, the state or position of the target piece can be changed using an interaction method to display special effects. For example, for the interaction event corresponding to the interaction mode "Scorching Rock," the corresponding interaction method is to change the attribute state of the piece, meaning that the attribute state of the target piece can be changed using this interaction method, for example, by burning the target piece to reduce its HP (see Figure 8). Also, for example, for the interaction event corresponding to the interaction mode "Polar Ice Region," the corresponding interaction method is to change the movement state of the piece, meaning that the movement state of the target piece can be changed using this interaction method, for example, by freezing the target piece to display a freezing special effect (for example, the target piece is trapped in an ice block), and by changing the movement state of the target piece from When a piece is changed to a stationary state, within the target time (e.g., 2 seconds), the frozen piece cannot attack other pieces, nor can it be attacked by other pieces (see Figure 5). Also, for example, for an interaction event corresponding to the interaction mode "Quicksand Zone," the corresponding interaction method is to change the position of a piece, that is, the position of the target piece on the chessboard can be changed using this interaction method. Taking the example that the target piece includes pieces 1 and 2, before the position swap, piece 1 is on the first chessboard grid and piece 2 is on the second chessboard grid. The interaction method displays the quicksand special effect on pieces 1 and 2, controlling pieces 1 and 2 to swap positions on the virtual chessboard, that is, after the position swap, piece 1 is on the second chessboard grid and piece 2 is on the first chessboard grid (see Figure 6).

[0103] Here, in order to improve the uncertainty of how to play the interaction during the interactive process, the timing for triggering interaction events is random and periodic (for example, triggered once every 10 seconds), the number of target chessboard grids corresponding to an interaction event may be one or more, and the number of target pieces associated with one target chessboard grid may also be one or more, so that in the course of the game, there is a random element in each part of the interaction event, and to compensate for the problem that currently, before the game (i.e., in the standby phase), only the chessboard and pieces are known and there are only buff-like interactions, the interaction method between the chessboard and pieces improves the uncertainty of how to play the interaction during the interactive process and increases the diversity of how to play the interaction.

[0104] The above describes the exemplary application and implementation of the electronic device provided by the embodiment of this application, and the method of chessboard interaction in a virtual scene provided by the embodiment of this application. The following describes a solution in which each module of the chessboard interaction device 555 provided by the embodiment of this application cooperates to realize chessboard interaction in a virtual scene.

[0105] The virtual scene interface includes a first display module 5551 that displays a virtual chessboard containing multiple chessboard grids; a second display module 5552 that displays at least two interactive factions on the chessboard grids of the virtual chessboard, each faction containing at least one piece, and one chessboard grid used to place one piece; and an interaction processing module 5553 that, in the course of the interaction of the at least two factions, in response to the fulfillment of trigger conditions for an interaction event, determines a target chessboard grid and interaction scheme corresponding to the interaction event, and changes the state or position of a target piece associated with the target chessboard grid based on the interaction scheme.

[0106] In some embodiments, prior to the step of determining the target chessboard grid and interaction scheme corresponding to the interaction event, the device further includes an event trigger module that determines that the trigger conditions for the interaction event have been met in response to reaching a random point in time corresponding to the interaction event, or that the trigger conditions for the interaction event have been met in response to the progress of the interaction of at least two factions reaching a first target progress, or that the trigger conditions for the interaction event have been met in response to a target piece in at least two factions triggering a first target event.

[0107] In some embodiments, the interaction processing module further determines a randomly selected chessboard grid from the virtual chessboard as the target chessboard grid corresponding to the interaction event, or determines a chessboard grid on the virtual chessboard that satisfies a target condition, selected from the chessboard grids on which pieces are placed, as the target chessboard grid corresponding to the interaction event, wherein the target condition includes at least one of the following: the interactive level of the placed piece has reached a target level; the interactive progress of the placed piece has reached a second target progress; and the placed piece has triggered a second target event.

[0108] In some embodiments, prior to the step of changing the state of the target piece associated with the target chessboard grid based on the interaction method, the interaction processing module further determines a piece placed on the target chessboard grid as the target piece associated with the target chessboard grid, or determines a piece whose position opposite the target chessboard grid is the target orientation as the target piece associated with the target chessboard grid.

[0109] In some embodiments, the interaction processing module further modifies the motion state or attribute state of a target piece associated with the target chessboard grid if the interaction scheme instructs it to modify the state of a piece on the virtual chessboard, and modifies the position of a target piece associated with the target chessboard grid on the virtual chessboard if the interaction scheme instructs it to modify the position of a piece on the virtual chessboard.

[0110] In some embodiments, prior to the step of changing the motion state of a target piece associated with the target chessboard grid, the apparatus further includes a motion control module that controls the target piece associated with the target chessboard grid to move on the virtual chessboard, and the interaction processing module further controls the target piece to convert it from a motion state to a frozen state, the target piece in the frozen state being stationary on the virtual chessboard.

[0111] In some embodiments, the apparatus further includes an attack processing module that prohibits the target piece from attacking other pieces or other pieces from attacking the target piece while the target piece is in a frozen state.

[0112] In some embodiments, the interaction processing module further obtains the freezing period during which the target piece is in the frozen state, and controls the target piece to recover from the frozen state to the moving state when the freezing period reaches the target period.

[0113] In some embodiments, the attribute state types include at least one of hit points, defense, attack, ability score, and magic points, and each type of attribute state is represented in at least one of the form of a quantized value of the corresponding state or a quantized graphic, and the interaction processing module further modifies the attribute state based on the amount of attribute value change of the attribute state of the target piece associated with the target chessboard grid.

[0114] In some embodiments, the apparatus further includes a decision module that acquires influencing factors for influencing the amount of attribute value change of an attribute state, the influencing factors including at least one of the contribution of the attribute state to the interactive ability of the target piece and the difference in attribute values ​​of the attribute state between the target piece and other pieces in the opposing faction, and determines the amount of attribute value change corresponding to the attribute state that has a positive correlation with the influencing factors.

[0115] In some embodiments, the interaction processing module further swaps the positions of multiple target pieces on the virtual chessboard if there are multiple target pieces associated with the target chessboard grid.

[0116] In some embodiments, the interaction processing module further swaps the positions of the first and second pieces in each of the pieces on the virtual chessboard if the target piece associated with the target chessboard grid includes pieces in at least two pairs of pieces, and each of the pieces includes a first piece and a second piece belonging to different factions.

[0117] In some embodiments, the interaction processing module further controls the target chessboard grid to perform an attack operation on a target piece associated with the target chessboard grid, and demonstrates the process by which the target piece moves from a first chessboard grid to a second chessboard grid in the virtual chessboard as a result of the attack operation of the target chessboard grid.

[0118] In some embodiments, the apparatus further includes a special effects display module that displays special effects on the target pieces of the target chessboard grid while changing the state of the target pieces associated with the target chessboard grid, or before changing the position of the target pieces associated with the target chessboard grid.

[0119] In some embodiments, the interaction processing module further modifies the state or position of the target pieces associated with each of the at least two target chessboard grids based on the interaction scheme, if there is one interaction event and there are at least two target chessboard grids.

[0120] In some embodiments, if the number of interaction events is at least two, and the at least two interaction events correspond to one target chessboard grid, and one interaction event corresponds to one interaction scheme, the interaction processing module further modifies the state or position of the target piece associated with the target chessboard grid based on at least one of the at least two interaction schemes.

[0121] In some embodiments, the interaction processing module further modifies the state or position of a target piece associated with the target chessboard grid based on an interaction scheme randomly selected from the at least two interaction schemes, or modifies the state or position of a target piece associated with the target chessboard grid based on a target interaction scheme among the at least two interaction schemes, such that the degree of fit between the target interaction scheme and the target piece exceeds a fit threshold, or modifies the state or position of a target piece associated with the target chessboard grid in a superimposed manner based on a target number interaction scheme among the at least two interaction schemes, such that the degree of superimposed modification of the state or position of the target piece by the target number interaction scheme exceeds the sum of the individual modification degrees of each of the target number interaction schemes.

[0122] Embodiments of this application provide a computer program product which includes a computer program or a computer-executable instruction, and which is stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instruction from the computer-readable storage medium, and when the processor executes the computer-executable instruction, it causes the electronic device to execute the chessboard interaction method in the virtual scene described above in the embodiment of this application.

[0123] Embodiments of this application provide a computer-readable storage medium in which computer-executable instructions are stored. When a computer-executable instruction or computer program is stored in the medium and executed by a processor, the processor is instructed to execute a chessboard interaction method in a virtual scene provided by embodiments of this application, for example, the chessboard interaction method in the virtual scene shown in Figure 3.

[0124] In some embodiments, the computer-readable storage medium may be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, surface-mount memory, optical disk, or CD-ROM, or it may be various devices containing one or any combination of the above-mentioned memories.

[0125] In some embodiments, computer-executable instructions take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), arranged in any form, and including programs, modules, components, subroutines, or other units applied to a computing environment that are arranged independently.

[0126] As an example, a computer executable instruction may, but is not limited to, correspond to a file in a file system, and may be stored in part of a file that stores other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program under consideration, or in multiple shared files (for example, a file that stores one or more modules, subprograms or code portions).

[0127] For example, a computer-executable instruction may be arranged to be executed on one electronic device, or on multiple electronic devices located in one place, or on multiple electronic devices distributed in multiple locations and connected to one another via a communication network.

[0128] The foregoing does not limit the scope of protection of this application and is merely an example of this application. Any modifications, equivalent substitutions, and improvements completed within the spirit and scope of this application are all within the scope of protection of this application.

Claims

1. A method for interacting with a chessboard in a virtual scene executed by an electronic device, wherein the method is: The steps include displaying a virtual chessboard containing multiple chessboard grids in the interface of the virtual scene, A step of displaying at least two interactive factions on the chessboard grid of the virtual chessboard, wherein each faction includes at least one piece, and one chessboard grid is used to place one piece. A method comprising the steps of: determining a target chessboard grid and interaction scheme corresponding to an interaction event in response to the fulfillment of trigger conditions for an interaction event during the interaction process of at least two factions, and changing the state or position of a target piece associated with the target chessboard grid based on the interaction scheme.

2. Prior to the step of determining the target chessboard grid and interaction scheme corresponding to the interaction event, the method: A step in which, in response to reaching a random point in time corresponding to the interaction event, it is determined that the trigger condition for the interaction event has been met, or, A step in which it is determined that the trigger condition for an interaction event has been met in response to the progress of the interaction of at least two of the aforementioned factions reaching a first target progress, or, The method according to claim 1, further comprising the step of determining that the trigger conditions for an interaction event have been met in response to the target pieces in at least two of the aforementioned factions triggering a first target event.

3. The step of determining the target chessboard grid corresponding to the interaction event is: The steps of determining a chessboard grid randomly selected from the virtual chessboard as the target chessboard grid corresponding to the interaction event, or The method according to any one of claims 1 to 2, comprising the step of determining a target chessboard grid that satisfies a target condition, selected from the chessboard grids on which pieces are placed in the virtual chessboard, as the target chessboard grid corresponding to the interaction event, wherein the target condition includes at least one of the following: the interactive level of a placed piece has reached a target level; the progress of the interactive level of a placed piece has reached a second target progress; and the placed piece has triggered a second target event.

4. Prior to the step of changing the state or position of a target piece associated with the target chessboard grid based on the interaction method, the method The step of determining that the pieces placed on the target chessboard grid are the target pieces associated with the target chessboard grid, or The method according to any one of claims 1 to 3, further comprising the step of determining a piece whose position opposite the target chessboard grid is the target direction as a target piece associated with the target chessboard grid.

5. The step of changing the state or position of a target piece associated with the target chessboard grid based on the interaction method described above is: If the interaction method instructs to change the state of the pieces on the virtual chessboard, the steps include changing the movement state or attribute state of the target piece associated with the target chessboard grid, The method according to any one of claims 1 to 4, further comprising the step of changing the position of a target piece associated with the target chessboard grid on the virtual chessboard if the interaction method instructs to change the position of a piece on the virtual chessboard.

6. Prior to the step of changing the motion state of the target piece associated with the target chessboard grid, the method The process further includes the step of controlling a target piece associated with the target chessboard grid so that it moves on the virtual chessboard, The step of changing the movement state of the target piece associated with the target chessboard grid is: The method according to claim 5, comprising the step of controlling the target piece to convert it from a moving state to a frozen state, wherein the target piece in the frozen state is stationary on the virtual chessboard.

7. The aforementioned method, The method according to claim 6, further comprising the step of prohibiting the target piece from attacking other pieces or prohibiting other pieces from attacking the target piece while the target piece is in a frozen state.

8. The aforementioned method, The steps include obtaining the freezing period during which the target piece is in the frozen state, The method according to claim 6, further comprising the step of controlling the target piece so that it recovers from the frozen state to the moving state when the freezing period reaches the target period.

9. The attribute state types include at least one of hit points, defense, attack, ability scores, and magic points, and each type of attribute state is represented in at least one form of the quantized value or quantized graphic of the corresponding state. The step of changing the attribute state of the target piece associated with the target chessboard grid is: The method according to claim 5, further comprising the step of changing the attribute state based on the amount of attribute value change of the attribute state of the target piece associated with the target chessboard grid.

10. The aforementioned method, A step of obtaining influencing factors to affect the amount of change in attribute value of an attribute state, wherein the influencing factors include at least one of the contribution of the attribute state to the interactive ability of the target piece, and the difference in attribute values ​​of the attribute state between the target piece and other pieces in the opposing faction. The method according to claim 9, further comprising the step of determining an amount of attribute value change corresponding to the attribute state having a positive correlation with the influencing factor.

11. The step of changing the position of a target piece associated with the target chessboard grid on the virtual chessboard is: The method according to claim 5, further comprising the step of swapping the positions of the multiple target pieces on the virtual chessboard if there are multiple target pieces associated with the target chessboard grid.

12. The step of changing the position of a target piece associated with the target chessboard grid on the virtual chessboard is: The method according to claim 5, wherein if the target pieces associated with the target chessboard grid include pieces in at least one pair of pieces, and each pair of pieces includes a first piece and a second piece belonging to different factions, the method further includes the step of exchanging the positions of the first piece and the second piece in each pair of pieces on the virtual chessboard.

13. The step of changing the position of a target piece associated with the target chessboard grid on the virtual chessboard is: The steps include controlling the target chessboard grid to perform an attack operation on a target piece associated with the target chessboard grid, The method according to claim 5, comprising the step of demonstrating the process by which the target piece moves from a first chessboard grid to a second chessboard grid on the virtual chessboard due to the attack action of the target chessboard grid.

14. The aforementioned method, The method according to any one of claims 1 to 13, further comprising the step of demonstrating the special effect of the target chessboard grid on the target pieces while changing the state of the target pieces associated with the target chessboard grid, or before changing the position of the target pieces associated with the target chessboard grid.

15. The step of changing the state or position of a target piece associated with the target chessboard grid based on the interaction method described above is: The method according to any one of claims 1 to 13, wherein the number of interaction events is one and the number of target chessboard grids is at least two, the method comprising the step of changing the state or position of a target piece associated with each of the at least two target chessboard grids based on the interaction scheme.

16. The step of changing the state or position of a target piece associated with the target chessboard grid based on the interaction method described above is: The method according to any one of claims 1 to 13, wherein the number of interaction events is at least two, and the at least two interaction events correspond to one target chessboard grid, and one interaction event corresponds to one interaction scheme, the method comprising the step of changing the state or position of a target piece associated with the target chessboard grid based on at least one of the at least two interaction schemes.

17. The step of changing the state or position of a target piece associated with the target chessboard grid based on at least one of the two interaction methods described above is: A step of changing the state or position of a target piece associated with the target chessboard grid based on an interaction method randomly selected from the at least two interaction methods described above, or A step of changing the state or position of a target piece associated with the target chessboard grid based on a target interaction method among the at least two interaction methods, wherein the degree of fit between the target interaction method and the target piece exceeds a fit threshold, or The method according to claim 16, comprising the step of superimposing and changing the state or position of a target piece associated with the target chessboard grid based on a target number interaction method among the at least two interaction methods, wherein the degree of superimposition of the state or position of the target piece by the target number interaction method exceeds the sum of the individual degree of change of the state or position of the target piece by each of the target number interaction methods.

18. A chessboard interaction device in a virtual scene, wherein the device is The interface of the virtual scene includes a first display module that displays a virtual chessboard containing multiple chessboard grids, A second display module that displays at least two interactive factions on the chessboard grid of the virtual chessboard, each faction including at least one piece, and one chessboard grid being used to place one piece, An apparatus comprising: an interaction processing module that, in the process of interaction between at least two factions, determines a target chessboard grid and an interaction scheme corresponding to the interaction event in response to the fulfillment of the trigger conditions for the interaction event, and changes the state or position of the target piece associated with the target chessboard grid based on the interaction scheme.

19. It is an electronic device, Memory for storing computer-executable instructions or computer programs, An electronic device comprising: a processor that, upon executing a computer-executable instruction or computer program stored in the memory, realizes the chessboard interaction method in a virtual scene according to any one of claims 1 to 17.

20. A computer-readable storage medium storing computer-executable instructions or computer programs, wherein, when the computer-executable instructions or computer programs are executed by a processor, the computer-readable storage medium realizes the chessboard interaction method in a virtual scene according to any one of claims 1 to 17.

21. A computer program product comprising a computer program or a computer-executable instruction, wherein the computer program or computer-executable instruction, when executed by a processor, realizes the chessboard interaction method in a virtual scene according to any one of claims 1 to 17.