Virtual scene interaction processing methods, devices, electronic devices, and computer programs
The virtual scene interaction processing method in auto chess games intelligently recommends virtual objects to help players combine lineups efficiently, addressing the limitations of monolithic lineup recommendations, thereby enhancing gameplay experience and reducing server waiting and resource consumption.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-05-24
- Publication Date
- 2026-06-16
AI Technical Summary
Existing auto chess games provide monolithic lineup recommendation features that fail to guide players in forming lineups when desired pieces are unavailable, leading to unnecessary waiting, resource consumption, and reduced ability to respond to complex battle situations.
A virtual scene interaction processing method that intelligently recommends virtual objects of the same type and related types based on the current battle situation, allowing players to flexibly combine lineups, reducing user operation and decision-making time, and minimizing server waiting and resource consumption.
The method accelerates interaction processes in virtual scenes by providing real-time feedback, enabling players to understand game content deeper, improve their game level, and enhance gaming experience while reducing server waiting time and resource consumption.
Smart Images

Figure 2026519411000001_ABST
Abstract
Description
Technical Field
[0001] This application relates to the technical field of human-computer interaction of computers, and in particular, to an interaction processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for virtual scenes.
[0002] This application is proposed based on a Chinese patent application with an application number of 202310927765.9 and a filing date of July 26, 2023, and claims the priority of the Chinese patent application. The entire content of the Chinese patent application is incorporated herein by reference.
Background Art
[0003] Display technologies based on graphics processing hardware have expanded the channels for environmental perception and information acquisition. In particular, virtual scene display technologies can realize various interactions between users or virtual objects controlled by artificial intelligence based on actual application needs, and have various typical application scenarios. For example, in virtual scenes such as games, the real battle process between virtual objects can be simulated.
[0004] Taking the auto chess game as an example, auto chess is a new multi-player battle strategy game. After the player places the virtual chess pieces they already have on the virtual chessboard, the game application program can automatically control the pieces to conduct battles and output the battle results. The player can independently combine the lineups of the pieces to meet the opponent's lineup, and the loser's hit points are deducted, and the ranking is determined according to the elimination order.
[0005] In auto chess, it is common to implement a lineup recommendation feature to reduce the cognitive cost for players. However, the lineup recommendation features provided by related technologies can only guide players to use a single lineup, and when a player refreshes the shop for the corresponding pieces but they are not available, the corresponding lineup effect cannot be achieved, leading to a failure where a lineup cannot be formed and the original game experience is lost. At this point, the player has to combine the lineup themselves, and this method inevitably causes unnecessary waiting and resource consumption on the server, as well as delays in game processing. At the same time, a single lineup recommendation prevents players from exploring how to play the core technology of lineup changes, and as a result, players are unable to respond well to complex and ever-changing battle situations and cannot grasp the game more deeply. [Overview of the project] [Problems that the invention aims to solve]
[0006] Embodiments of the present invention provide a virtual scene interaction processing method, apparatus, electronic device, computer-readable storage medium, and computer program product that can significantly reduce the time required for user operation and decision-making, accelerate the interaction process in the virtual scene, and further reduce server waiting time and resource consumption. [Means for solving the problem]
[0007] The technical solution of the embodiment of this application is realized as follows.
[0008] Embodiments of the present application provide a method for handling virtual scene interactions, which is performed by electronic equipment. A step of displaying a virtual scene, wherein the virtual scene includes a shop entry and at least one first virtual object. Steps include: displaying a shop control in response to a trigger operation on the shop entry, wherein the shop control includes a plurality of second virtual objects; The method includes the step of displaying a first recommendation mark for the plurality of second virtual objects in the second virtual objects of the same type as the first virtual object, and in the second virtual objects of a type related to the type of the first virtual object.
[0009] Embodiments of the present application provide an interaction processing device for a virtual scene. A display module configured to display a virtual scene, wherein the virtual scene includes a shop entry and at least one first virtual object, The display module is further configured to display a shop control in response to a trigger operation on the shop entry, wherein the shop control includes a plurality of second virtual objects, The display module is further configured to display the first recommendation mark for the plurality of second virtual objects in the second virtual objects of the same type as the first virtual object, and in the second virtual objects of a type related to the type of the first virtual object.
[0010] Embodiments of the present application provide electronic equipment, Memory used to store executable instructions, The invention includes a processor used to implement the virtual scene interaction processing method provided by the embodiment of the present invention when executing executable instructions stored in the memory.
[0011] Embodiments of the present invention provide a computer-readable storage medium that stores computer-executable instructions used to implement a virtual scene interaction processing method provided by embodiments of the present invention when executed by a processor.
[0012] Embodiments of the present application include a computer program product, which includes a computer program or computer-executable instructions used to implement a virtual scene interaction processing method provided by the embodiment of the present application when executed on a processor. [Effects of the Invention]
[0013] The embodiments of this application have the following beneficial effects.
[0014] An embodiment of the present invention provides a lineup recommendation mechanism that provides real-time feedback on the current battle situation in a virtual scene. Based on a first virtual object already present in the virtual scene, it intelligently recommends to the player a second virtual object of the same type, and a second virtual object of a type related to the type of the first virtual object. This helps the player flexibly combine lineups, significantly reducing the time required for user operation and decision-making compared to related technologies where the player must independently combine lineups. This accelerates the interaction process in the virtual scene and further reduces server waiting time and resource consumption. [Brief explanation of the drawing]
[0015] [Figure 1A] This is a schematic diagram of an application mode of the virtual scene interaction processing method provided in the embodiment of the present invention. [Figure 1B] This is a schematic diagram of an application mode of the virtual scene interaction processing method provided in the embodiment of the present invention. [Figure 2] This is a schematic diagram of the structure of the electronic device 500 provided in the embodiment of the present application. [Figure 3] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of the present invention. [Figure 4A]It is a flowchart of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 4B] It is a flowchart of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 5] It is a structural schematic diagram of a machine learning model provided by an embodiment of the present application. [Figure 6A] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6B] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6C] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6D] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6E] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6F] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 6G] It is a schematic diagram of an application scenario of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 7] It is a flowchart of a method for interacting with a virtual scene provided by an embodiment of the present application. [Figure 8] It is a flowchart of a method for interacting with a virtual scene provided by an embodiment of the present application.
Embodiments for Carrying Out the Invention
[0016] To further clarify the purpose, technical solution, and advantages of this application, the present application is described in more detail below, in conjunction with the drawings, and the embodiments described herein should not be considered limitations to this application, and all other embodiments obtained by a person skilled in the art without creative work are all within the scope of protection of this application.
[0017] In the following description, “several examples” refers to a subset of any possible examples, but to be understood, “several examples” may be the same subset or different subsets of any possible examples, and may be combined with each other in a non-contradictory manner.
[0018] To ensure understanding, in the embodiments of this application, with respect to relevant data such as user information (for example, data of virtual objects controlled by the user), when the embodiments of this application are used in a specific product or technology, it is necessary to obtain the user's permission or consent, and the collection, use, and processing of relevant data must comply with applicable laws, regulations, and standards.
[0019] In the following descriptions, the terms “First\Second\…” are merely used to distinguish similar objects and do not represent a specific order of objects. To make it clear, “First\Second\…” may, in permitted circumstances, be interchangeable with a specific order or sequence, thereby allowing embodiments of the present application described herein to be carried out in an order other than that illustrated or described herein.
[0020] In the embodiments of this application, the terms “module” or “unit” refer to a computer program or a part of a computer program having a predetermined function, which works together with other relevant parts to achieve a predetermined objective, and which can be achieved in whole or in part by using software, hardware (e.g., processing circuits or memory), or a combination thereof. Similarly, one processor (or more processors or memory) can be used to implement one or more modules or units. Furthermore, individual modules or units may all be part of an overall module or unit that includes the functions of the module or unit.
[0021] Unless 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 solely for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0022] Before describing the embodiments of this application in further detail, the relevant nouns and terms in the embodiments of this application will be explained, and these relevant nouns and terms in the embodiments of this application can be interpreted as follows.
[0023] 1) ~ in response to: Used to describe a condition or state on which an operation to be performed depends, and when the dependent condition or state is met, one or more operations to be performed may be in real time or have a set delay, and unless otherwise specified, there is no restriction on the order in which the operations to be performed may occur.
[0024] 2) Virtual Scene: A scene displayed (or provided) when an application program is running on a terminal device. The scene may be a simulation environment of the real world, a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes, and the embodiments of this application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, and ocean, and the land may include environmental elements such as deserts and cities, and the user can control the movement of virtual objects in the virtual scene.
[0025] 3) Virtual Objects: These are images of various people and things that can be interacted with in a virtual scene, or movable objects in a virtual scene. These movable objects may be virtual people, virtual animals, and animated characters, for example, people and animals displayed in a virtual scene. These virtual objects may be a single virtual image used to represent a user in the virtual scene, for example, a virtual piece displayed on a virtual chessboard. Multiple virtual objects may be included in a virtual scene, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0026] 4) Scene data: Represents the characteristic data of the virtual scene, and may include, for example, the area of the building region in the virtual scene and the current style of the building in the virtual scene, or it may include the location of the virtual building in the virtual scene and the area occupied by the virtual building.
[0027] 5) Auto Chess: A new type of multiplayer strategy game. Users can create and cultivate their own lineup of pieces to counter their opponent's lineup. Losers have their hit points deducted, and are eliminated when their hit points fall below a threshold. Rankings are determined according to the order of elimination.
[0028] 6) Virtual Pieces: These are various combat units in Auto Chess, and users can perform operations on virtual pieces such as equipping, leveling up, buying, selling, and adjusting their positions.
[0029] 7) Virtual Chessboard: Each user is assigned to a single home chessboard and assembles their lineup on it during the battle preparation period. At the start of a match, the virtual pieces corresponding to the user are transferred to the opponent's home chessboard via a portal gate (and in some situations, the opponent's virtual pieces are transferred to the player's home chessboard) to play the match.
[0030] 8) Bonds: Refers to relationships or connections that exist between different virtual pieces. Each virtual piece can have at least two bonds, and bonds can provide additional strength to a virtual piece. To activate a bond, at least two virtual pieces that have that bond must be involved at the same time.
[0031] 9) Cloud gaming: Also known as Gaming on Demand, this involves deploying a game program to a server, running one instance of the game program (abbreviated as a game instance), and sending the game data output during its operation to the user's browser page. The page then calls the browser's media component to decode the game data and renders a real-time game screen based on the decoded result. When the page monitors the user's actions on the game screen, it reports to the game instance running on the server, and when it receives game data in response to the actions generated by the game instance, it repeats the decode and rendering process, thereby presenting changes to the game screen on the page based on the user's actions.
[0032] In short, cloud gaming is a type of online gaming technology based on cloud computing technology. Cloud gaming technology makes it possible to run high-quality games even on thin clients, which have relatively limited graphics processing and data processing capabilities. In a cloud gaming scenario, the game runs on a cloud server rather than on the user's terminal (for example, the player's game terminal), and the cloud server renders the game scene as audio and video streams, which are then transmitted to the user's terminal over the network. In this way, the user's terminal does not need to have strong graphics processing and data processing capabilities, but only basic streaming media playback capabilities and the ability to receive input commands from the player and send them to the cloud server.
[0033] Taking auto chess games as an example, games in which players compete by placing virtual pieces (abbreviated as pieces) are collectively called auto chess games. The core enjoyment of auto chess games lies in players purchasing pieces and constructing combinations of bonds from different lineups. To reduce the cognitive cost for players, lineup recommendation features are commonly implemented in auto chess games. However, the lineup recommendation features provided by related technologies can only guide players to use a single lineup, and when a player refreshes the shop for the corresponding piece but it does not appear, they cannot achieve the corresponding lineup effect, leading to failure as a lineup cannot be formed and the original game experience is lost. At the same time, single lineup recommendation causes players to lose the opportunity to explore the core technology of lineup changes, and as a result, players are unable to respond well to complex and ever-changing battle situations and cannot deeply grasp the game. In other words, the lineup recommendation function in auto chess-type games provided by the related technology is relatively monolithic, and player autonomy is completely suppressed. The lineup recommendation only informs the player to use a specific lineup, but does not inform the player how to construct a complete lineup structure by combining various lineups. The solutions provided by the related technology lack insight into establishing different lineups and understanding how to play.
[0034] In view of this, the embodiments of the present application provide a virtual scene interaction processing method, apparatus, electronic device, computer-readable storage medium, and computer program product that can intelligently recommend virtual objects of the same type and related types to the player based on the current battle situation, helping the player flexibly combine the lineup, thereby giving the player an advantage in gaining a deeper understanding of the game content, improving their game level, and obtaining a better gaming experience. At the same time, it can significantly reduce the time of user operation and decision-making, accelerate the interaction process in the virtual scene, and further reduce server waiting time and resource consumption. To make the virtual scene interaction processing method provided by the embodiments of the present application easier to understand, first, an exemplary implementation scene of the virtual scene interaction processing method provided by the embodiments of the present application will be described, and the virtual scene in the virtual scene interaction processing method provided by the embodiments of the present application may be based entirely on the output of a terminal device, or it may be based on the coordinated output of a terminal device and a server.
[0035] In some embodiments, the virtual scene may also be an environment for game characters to interact with, for example, game characters can compete in the virtual scene, and both interactions can be performed in the virtual scene by controlling the actions of the game characters, thereby reducing the user's life stress during the game process.
[0036] In one implementation scenario, refer to Figure 1A, which is a schematic diagram of an application mode of the virtual scene interaction processing method provided by the embodiment of the present application, and can be applied to several application modes in which the calculation of the relevant data of the virtual scene 100 can be completed entirely by the computing power of the graphics processing hardware of the terminal device 400, for example, a standalone / offline game, and the output of the virtual scene can be completed by various different types of terminal devices 400 such as smartphones, tablet PCs, and virtual reality / augmented reality devices.
[0037] As an example, types of graphics processing hardware include a central processor (CPU, Central Processing Unit) and a graphics processor (GPU, Graphics Processing Unit).
[0038] When forming a visual perception of the virtual scene 100, the terminal device 400 calculates the data necessary for display using graphics computing hardware, and completes the loading, analysis, and rendering of the display data. The graphics output hardware outputs video frames that can form a visual perception of the virtual scene, for example, by presenting a two-dimensional video frame on the display screen of a smartphone, or by projecting a video frame that realizes a three-dimensional display effect onto the lens of augmented reality / virtual reality glasses. Furthermore, to enrich the perception effect, the terminal device 400 can further form one or more types of auditory perception, tactile perception, motion perception, and gustatory perception through different hardware.
[0039] As an example, a client terminal 410 (for example, a standalone game application) is running on terminal device 400, and a virtual scene including role-playing is output during the operation of client terminal 410. The virtual scene may be an environment for game characters to interact with, for example, a plain, a street, a valley, and a chessboard used for the game characters to play against each other. Taking virtual scene 100 as an example, in virtual scene 100, a shop entry 101 and at least one first virtual object (i.e., a virtual object already owned by the user) are displayed, for example, at least one first virtual object may be a virtual piece 102 (for example, piece A) and a virtual piece 103 (for example, piece B) that the user (or player) has already purchased. When a user clicks on a shop entry 101, a shop control (control element) 104 can be displayed in the virtual scene 100, where the shop control 104 may include multiple second virtual objects (i.e., virtual objects that the user does not yet possess). For example, multiple virtual pieces can be displayed in the shop control 104. Subsequently, a first recommendation mark can be displayed for the multiple second virtual objects, specifically for second virtual objects of the same type as the first virtual object, and for second virtual objects of a type related to the type of the first virtual object. For example, when it is identified that piece B currently exists on the virtual chessboard, the shop control 104 can recommend pieces to the user by displaying a first recommendation mark 105 for piece B of the same type, and for piece C of a related type that has a bond with piece B. This helps the user flexibly combine items in the lineup, which is advantageous for the user to gain a deeper understanding of the game content, improve their game level, and ultimately achieve a better gaming experience.Furthermore, the technical solution provided by the embodiment of this application can significantly reduce the time required for user operation and decision-making compared to the user independently combining the lineup, accelerating the interaction process in the virtual scene, and further reducing server waiting time and resource consumption.
[0040] In another implementation scenario, referring to Figure 1B, which is a schematic diagram of an application mode of the virtual scene interaction processing method provided by the embodiment of the present invention, it can be applied to a terminal device 400 and a server 200, and can be applied to an application mode in which the calculation of the virtual scene is completed depending on the computing power of the server 200 and the virtual scene is output to the terminal device 400.
[0041] Taking the formation of visual perception of a virtual scene 100 as an example, the server 200 calculates the relevant display data (e.g., scene data) of the virtual scene and transmits it to the terminal device 400 via the network 300. The terminal device 400, depending on the graphics computing hardware, completes the loading, analysis, and rendering of the calculated display data, and depending on the graphics output hardware, outputs the virtual scene to form visual perception, for example, by presenting a two-dimensional video frame on the display screen of a smartphone or by projecting a video frame that realizes a three-dimensional display effect on the lens of augmented reality / virtual reality glasses. Perception of the form of the virtual scene can be understood through the corresponding hardware output of the terminal device 400, for example, by forming auditory perception using a microphone or forming tactile perception using an oscillator.
[0042] As an example, a client terminal 410 (for example, a network version of a game application) is running on terminal device 400 and interacts with other users by connecting to server 200 (for example, a game server). Terminal device 400 outputs a virtual scene 100 (for example, a virtual chessboard) of client terminal 410, and in the virtual scene 100, a shop entry 101 and at least one first virtual object (i.e., a virtual object already owned by the user) are displayed. For example, at least one first virtual object may be a virtual piece 102 (for example, piece A) and a virtual piece 103 (for example, piece B) that the user (also called a player) has already purchased. When a user click operation on the shop entry 101 is received, a shop control 104 can be displayed in the virtual scene 100, where the shop control 104 may include a plurality of second virtual objects (i.e., virtual objects not yet owned by the user). For example, a plurality of virtual pieces can be displayed in the shop control 104. Subsequently, the first recommendation mark can be displayed for multiple second virtual objects in the second virtual object of the same type as the first virtual object, and for second virtual objects of a type related to the type of the first virtual object. For example, when it is identified that piece B is currently present on the virtual chessboard, the first recommendation mark 105 can be displayed for multiple virtual pieces displayed in the shop control 104 in the same type of piece B, and for piece C that has a bond with piece B (i.e., of a related type), thereby recommending to the user. This helps the user flexibly combine the lineup, which is advantageous for the user to gain a deeper understanding of the game content, improve their game level, and obtain a better gaming experience. Furthermore, the technical solution provided by the embodiment of the present application can significantly reduce the time spent by the user to operate and make decisions compared to the user independently combining the lineup, accelerating the interaction process in the virtual scene, and further reducing server waiting time and resource consumption.
[0043] One point that needs to be explained is that there are mainly two game modes for solutions implemented in cooperation between terminal devices and servers: local game mode and cloud game mode. Here, local game mode refers to the operation of game processing logic in cooperation between terminal devices and servers. Some of the operation commands entered by the player into the terminal device are processed by the terminal device by operating the game logic, and some are processed by the server by operating the game logic. The processing of the game logic operated by the server is often more complex and requires more computing power. Cloud game mode refers to the operation and processing of game logic entirely by a server (for example, a cloud server), and the cloud server renders game scene data as audio and video streams, which are then transmitted to the terminal device via the network for display. In other words, the terminal device only needs to have basic streaming media playback capabilities and the ability to receive player operation commands and send them to the server.
[0044] In some embodiments, the terminal device 400 can implement the virtual scene interaction processing method provided by the embodiments of the present invention by executing various computer-executable instructions or computer programs. For example, the computer-executable instructions may be microprogram-level commands, machine instructions, or software instructions. The computer program may be a native program or software module in the operating system, or a native application program (APP, APPlication), i.e., a program that needs to be installed on the operating system to run, for example, a multiplayer competitive strategy game APP (i.e., the client terminal 410 above), or an applet, i.e., a program that can run simply by downloading it to a browser environment, or even a game applet that can be embedded in any APP. In summary, the computer program may be an application program, module, or plug-in component of any form.
[0045] Taking the computer program as an application program as an example, when actually implemented, the terminal device 400 has an application program installed and running that supports the virtual scene. The application program may be any one of the following: a multiplayer competitive strategy game, a virtual reality application program, a 3D map program, or a multiplayer shooting survival game. The user uses the terminal device 400 to manipulate virtual objects located in the virtual scene to perform actions, which include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings. Exemplarily, the virtual object may be a virtual person, such as a simulated character or an animated character.
[0046] In some other embodiments, the embodiments of the present invention can be further realized via Cloud Technology, which refers to hosting technology that enables the computation, storage, processing, and sharing of data by integrating a set of resources such as hardware, software, and networks within a wide area network or a local area network.
[0047] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology, based on the business mode application of cloud computing. It can form a resource pool, be used according to needs, and is flexible and convenient. Cloud computing technology provides crucial support. Background services of technical network systems require significant computing and memory resources.
[0048] For example, the server 200 in Figure 1 may be an independent physical server, a server cluster or distributed system composed 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 communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, tablet PC, notebook computer, desktop computer, smart speaker, smartwatch, and in-vehicle terminal. The terminal device 400 and the server 200 can be connected directly or indirectly by wired or wireless communication methods, and are not limited in the embodiments of this application.
[0049] The structure of the electronic device provided by the embodiment of the present application will now be described. Taking the example that the electronic device is a terminal device, refer to Figure 2, which is a schematic diagram of the structure of the electronic device 500 provided by the embodiment of the present application. The electronic device 500 shown in Figure 2 includes at least one processor 510, memory 550, at least one network port 520, and a user port 530. Each component in the electronic device 500 is coupled together by a bus system 540. As can be understood, the bus system 540 is used to enable connection and communication between these components. In addition to including a data bus, the bus system 540 further includes a power bus, a control bus, and a status signal bus. However, for the sake of explanation, in Figure 2, the various buses are all labeled as the bus system 540.
[0050] The processor 510 may be an integrated circuit chip, having signal processing capabilities, and may be, for example, a general-purpose processor, a digital signal processor (DSP), another programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component, where the general-purpose processor may be a microprocessor or any other ordinary processor.
[0051] The user port 530 includes one or more output devices 531 that enable the presentation of media content, and includes one or more speakers and / or one or more visual display screens. The user port 530 further includes one or more input devices 532 that include user port components that contribute to user input, such as a keyboard, mouse, microphone, touch display screen, camera, other input buttons, and controls.
[0052] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drivers, and optical disk drivers, etc. The memory 550 may optionally include one or more storage devices that are physically located away from the processor 510.
[0053] Memory 550 includes volatile memory or non-volatile memory, and may include both volatile and non-volatile memory. Non-volatile memory may be read-only memory (ROM), and volatile memory may be random-access memory (RAM). Memory 550 described in the embodiments of this application is intended to include any suitable type of memory.
[0054] In some embodiments, the memory 550 can support various operations by storing data, examples of which include programs, modules, and data structures, or subsets and supersets thereof, and are described below illustratively.
[0055] The operating system 551 includes system programs used to handle various basic system services and perform hardware-related tasks, such as the frame layer, core library layer, and driver layer, which are used to implement various basic services and handle hardware-based tasks.
[0056] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network ports 520, exemplary network ports 520 including Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB).
[0057] The presentation module 553 is used to enable the presentation of information via one or more output devices 531 associated with the user port 530 (e.g., a display screen and a speaker, etc.) (e.g., the user port is used to operate peripheral devices and to display content and information).
[0058] The input processing module 554 is used to detect one or more user inputs or interactions from one or more input devices 532, and to translate the detected inputs or interactions.
[0059] In some embodiments, the device provided by the embodiments of the present invention can be implemented in software form. Figure 2 shows a virtual scene interaction processing device 555 stored in memory 550, which may be software in the form of a program and plug-in components, and includes software modules such as a display module 5551, a move module 5552, a block module 5553, an acquisition module 5554, a duplicate removal module 5555, a sort module 5556, a selection module 5557, an update module 5558, a prediction module 5559, a training module 55510, and an upgrade module 55511. These modules are logical and can therefore be combined or further divided in any way based on the functions to be implemented. Although all of the above modules are shown together in Figure 2 for the sake of explanation, this should not be considered to exclude the implementation in which the virtual scene interaction processing device 555 may include only the display module 5551. The functions of each module will be described below.
[0060] The following describes, in conjunction with exemplary applications and implementations of the terminal equipment provided by the embodiment of this application, the interaction processing method for the virtual scene provided by the embodiment of this application will be specifically explained.
[0061] For illustrative purposes, refer to Figure 3, which is a flowchart of the interaction processing method for a virtual scene provided by an embodiment of the present invention, and will be explained in conjunction with the steps shown in Figure 3.
[0062] It is important to explain that the method shown in Figure 3 can be executed by various types of computer programs running on terminal devices, and is not limited to client terminals. For example, it may also be the operating system, software module, script, and applet mentioned above. Therefore, the examples using client terminals described below should not be considered as limitations to the embodiments of this application. Also, for the sake of clarity, terminal devices and client terminals running on terminal devices will not be specifically distinguished below.
[0063] In step 101, the virtual scene is displayed.
[0064] Here, the virtual scene may include a shop entry and at least one first virtual object.
[0065] In some embodiments, taking the client terminal as an example of a multiplayer strategy game app, the terminal device associated with the user can run a multiplayer strategy game app (e.g., an auto chess game app), and when it receives a user click on the icon of the multiplayer strategy game app, it can display a game login interface. In the game login interface, the user can enter a pre-registered game account and password, and after the game account and password entered by the user are authenticated, a virtual scene (e.g., a virtual chessboard) can be displayed, and on the virtual chessboard, a shop entry and at least one virtual piece that the user has already purchased and is appearing can be displayed.
[0066] One point that needs to be explained is that in the embodiments of this application, the first virtual object does not refer to a specific virtual object, but rather is a general term for virtual objects that the user already possesses. In other words, virtual objects that the user already possesses can be collectively referred to as the first virtual object. For example, in an auto chess game, the first virtual object may refer to virtual pieces that the user has already purchased. Similarly, the second virtual object below does not refer to a specific virtual object, but rather is a general term for virtual objects that the user does not yet possess. For example, still using an auto chess game as an example, the second virtual object may refer to virtual pieces in the shop control that the user has not yet purchased.
[0067] In some embodiments, the human-machine interaction interface of the client terminal may display the virtual scene in a first-person perspective (for example, the user acts as a virtual object in the game from their own viewpoint), in a third-person perspective (for example, the user plays the game by chasing a virtual object in the game), or in a bird's-eye view, and the user can arbitrarily switch between these different perspectives.
[0068] For example, the first virtual object may be an object controlled by the current user in the game, and of course may include other virtual objects in the virtual scene, for example, virtual objects controlled by other users or by a robot program. The first virtual object can be divided into any one of several teams, and the relationships between the teams may be adversarial or cooperative, and the teams in the virtual scene may include one or all of the above relationships.
[0069] Taking the display of a virtual scene from a first-person perspective as an example, displaying a virtual scene in a human-machine interaction interface may include determining the field of view of the first virtual object based on the viewing position and field of view of the first virtual object in the complete virtual scene, and presenting a portion of the virtual scene located within the field of view of the complete virtual scene; that is, the displayed virtual scene may be a portion of a panoramic virtual scene. The first-person perspective is the viewing perspective that can have the greatest impact on the user, and therefore, the user can achieve a sense of immersion as if they were actually there during the operation process.
[0070] Taking the example of displaying a virtual scene from a bird's-eye view, displaying a virtual scene in a human-machine interaction interface may include presenting a portion of the virtual scene corresponding to a zoom operation in the human-machine interaction interface in response to a zoom operation on a panoramic virtual scene; that is, the displayed virtual scene may be a portion of the panoramic virtual scene. This can improve the operability of the user's operation process, thereby improving the efficiency of human-machine interaction.
[0071] In some other embodiments, in response to a trigger operation on any of the first virtual objects, the process can be further performed to display a popup window corresponding to the triggered first virtual object, where the popup window may include at least one of the following pieces of information: a type related to the type of the triggered first virtual object (e.g., virtual piece bond), attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.
[0072] For example, suppose that at least one first virtual object is virtual pieces A and B that the user has already purchased. When the user clicks on virtual piece A displayed on the virtual chessboard, a pop-up window corresponding to virtual piece A can be displayed on the virtual chessboard. The pop-up window can display virtual pieces with which virtual piece A has bonds (e.g., virtual pieces B and C), attribute information of virtual piece A, skill information of virtual piece A, and equipment information of virtual piece A (e.g., virtual equipment currently possessed by virtual piece A). In this way, the user can check detailed information about pieces that have already appeared by clicking, making it easier for the user to make subsequent decisions. Of course, the pop-up window can also display the types of bonds with which virtual piece A exists, for example, Bond 1 (i.e., the bond between virtual piece A and virtual piece B) and Bond 2 (i.e., the bond between virtual piece A and virtual piece C), and the embodiments of this application are not specifically limited to this.
[0073] In step 102, the shop controls are displayed in response to a trigger operation for a shop entry.
[0074] Here, the shop control may contain multiple second virtual objects. For example, in an auto chess-type game, the shop control can display cards corresponding to multiple virtual pieces.
[0075] In some embodiments, taking the client terminal as an auto-chess game app, when a user clicks on a shop entry displayed on the virtual chessboard, a shop control can be displayed on the virtual chessboard, where the shop control may include multiple cards corresponding to multiple virtual pieces.
[0076] In step 103, the first recommendation mark is displayed for multiple second virtual objects, specifically for second virtual objects of the same type as the first virtual object, and for second virtual objects of a type related to the type of the first virtual object.
[0077] In some embodiments, taking the client terminal as an auto chess game app, when it is identified that piece B (i.e., the first virtual object) has already appeared on the virtual chessboard, the shop control can recommend to the user by displaying a first recommendation mark on the card corresponding to each of the multiple virtual pieces displayed, specifically on the card of piece B of the same type, and on the card of piece C that has a bond with piece B (i.e., of a related type), thereby helping the user combine the complete lineup structure.
[0078] One point that needs to be explained is that the above-mentioned related types may also be bonds, and the bond types may include lineup bonds, that is, lineup bonds, which may have additional attribute enhancements (for example, additionally increase the hit points, attack power, and defense values of these two game characters) when two game characters from the same lineup (e.g., virtual pieces) appear on the same team; couple bonds, which may have additional attribute enhancements (for example, additionally increase the hit points of these two game characters or enhance the skill damage of the game characters) when two game characters who have a couple relationship in the game background appear on the same team at the same time; and kinship bonds, which may have additional attribute enhancements (for example, additionally increase the hit points or attack power of these two game characters) when two game characters who have a blood relationship in the game background appear on the same team at the same time.
[0079] In some other embodiments, the user may log in to the virtual scene with a first account, and the shop entry may display the quantity of virtual resources owned by the first account (for example, the quantity of virtual gold coins currently owned by the first account). In this case, after the execution of step 103 shown in Figure 3 is completed, steps 104 and 105 shown in Figure 4A may be performed, and will be described in conjunction with the steps shown in Figure 4A.
[0080] In step 104, in response to a trigger operation on any of the second virtual objects, the triggered second virtual object is moved from the shop control to the virtual scene after deducting the corresponding quantity of virtual resources held by the first account.
[0081] In some embodiments, taking the first account as game account 1 registered by user A, after user A logs into an auto chess-type game app using game account 1, the shop entry can display the amount of virtual gold that user A currently possesses (for example, let's assume it's 5), user A can purchase the virtual pieces they need in the shop control (for example, virtual pieces with the first recommendation mark displayed), and when user A clicks on a card corresponding to piece C displayed in the shop control (the card has the first recommendation mark displayed), after the corresponding amount of virtual gold that user A possesses (for example, 2 virtual gold) is successfully deducted, virtual piece C can be moved from the shop control to the battle preparation area of the virtual chessboard.
[0082] One point that needs to be explained is that when a user purchases different types of virtual objects, the amount of virtual resources that needs to be deducted may be the same or different, and the embodiments of this application are not specifically limited to this.
[0083] In step 105, the quantity of virtual resources owned by the first account in the shop entry is updated and displayed.
[0084] In some embodiments, assuming that the first account is game account 1 registered by user A, and assuming that user A currently possesses 5 virtual gold coins, the number "5" can be displayed in the shop entry, indicating that user A currently has 5 virtual gold coins. Then, assuming that user A subsequently purchases piece C in the shop control and consumes 2 virtual gold coins, the number displayed in the shop entry can be updated from "5" to "3," indicating that user A now has only 3 virtual gold coins remaining. In this way, users can intuitively grasp the amount of virtual gold coins they currently possess, making it easier for them to make subsequent decisions and take action.
[0085] In some other embodiments, the virtual scene may further include a refresh control, and the type of the triggered second virtual object is different from the type of the first virtual object, in which case the shop control may further perform the following operations in response to a trigger operation on the refresh control, which update and display other types of second virtual objects, where the other types of second virtual objects are different from at least some types of the multiple second virtual objects: and display a first recommendation mark for the other types of second virtual objects in the second virtual object of the same type as the triggered second virtual object, and in the second virtual object of the type related to the type of the triggered second virtual object.
[0086] For example, suppose that at least one first virtual object is piece A and piece B already purchased by the user, and the triggered second virtual object is piece C, then after purchasing piece C, the user can further purchase other types of pieces by refreshing the virtual pieces displayed in the shop control using the refresh button displayed on the virtual chessboard. For example, when the user clicks the refresh button displayed on the virtual chessboard, the shop control can update and display other types of virtual pieces, and further, the first recommendation mark can be displayed on the card corresponding to piece C of the same type, and on the card corresponding to pieces with which piece C has a bond (e.g., piece G), thereby recommending them to the user. In other words, the technical solution provided by the embodiment of the present application provides a lineup bond recommendation mechanism that provides real-time feedback on the current battle situation, and through recommendations for bonds of the same type and branching bonds, players can activate lineup bonds more flexibly, thereby responding better to the battle situation and improving the user's game experience.
[0087] In some embodiments, the refresh control (e.g., a refresh button) may include a first quantity, where the first quantity is the quantity of virtual resources that need to be deducted each time the shop control is updated. In this case, the above step of updating and displaying other types of second virtual objects in the shop control in response to a trigger operation on the refresh control can be achieved in the following manner: In response to a trigger operation on the refresh control, the first quantity of virtual resources owned by the first account is deducted, then other types of second virtual objects are updated and displayed in the shop control, and the quantity of virtual resources owned by the first account is updated and displayed in the shop entry.
[0088] For example, if the client terminal is an auto chess game app, and the user needs to consume 2 virtual gold coins each time they refresh the virtual pieces displayed in the shop control, then the refresh button can display the number "2". When the system receives a click from the user on the refresh button, it first determines whether the user currently has more than 2 virtual gold coins. For example, if the user currently has 5 virtual gold coins, then after successfully subtracting the 2 virtual gold coins the user has, the shop control can be updated to display another type of virtual piece. At the same time, the shop entry can be updated to display the amount of virtual gold coins the user has. For example, the number displayed in the shop entry can be updated from "5" to "3", indicating that the user currently has only 3 virtual gold coins left.
[0089] In some other embodiments, the following can be further performed in response to the quantity of virtual resources owned by the first account being less than a first quantity: blocking the response to a trigger operation on the refresh control; and displaying information, wherein the information is used to indicate that the second virtual object displayed in the shop control cannot be updated because the quantity of virtual resources currently owned is less than a first quantity.
[0090] For example, following the above example, when the number of virtual gold coins the user currently possesses is less than 2, the refresh button can be grayed out. This means the user cannot currently refresh the virtual pieces displayed in the shop control by clicking the refresh button. Simultaneously, information can be displayed on the virtual chessboard to inform the user that they cannot refresh the virtual pieces displayed in the shop control because the number of virtual gold coins they currently possess is less than 2.
[0091] In some embodiments, the process of obtaining the type associated with the type of each individual first virtual object, performing a duplicate removal process for multiple associated types, and displaying the multiple associated types after duplicate removal in the virtual scene can be further executed.
[0092] As an example, suppose at least one first virtual object is pieces A and B that the user has already purchased. In this case, we can first obtain the bonds between pieces A and B, respectively. For example, suppose pieces B and C have bonds with piece A, and pieces D and C have bonds with piece B. In this case, four bonds can be displayed on the virtual chessboard: Bond 1 (for example, the bond between piece A and piece B), Bond 2 (for example, the bond between piece A and piece C), Bond 3 (for example, the bond between piece B and piece C), and Bond 4 (for example, the bond between piece B and piece D). Furthermore, the display modes for Bond 1, which is already activated (because pieces A and B have already appeared), and Bonds 2-4, which are not yet activated, may differ. For example, Bond 1, which is already activated, can be highlighted to show the user the bonds that have already been activated on the field.
[0093] In some other embodiments, following the above example, in response to a trigger operation on any of the second virtual objects in the shop control, the following processes may be further performed: moving the triggered second virtual object from the shop control to the virtual scene; and updating and displaying a type in the virtual scene that is related to the type of the triggered second virtual object, wherein the type of the triggered second virtual object is different from the type of the first virtual object.
[0094] As an example, following the above, let's assume that the second triggered virtual object is piece C. After the user purchases piece C from the shop control, the pieces that have bonds with piece C are piece B and piece E. In other words, after the user purchases piece C, bond 3 (i.e., the bond between piece B and piece C) is activated, and at the same time, an inactive bond 5 (i.e., the bond between piece C and piece E) also appears on the field. In this case, by highlighting bond 3 displayed on the virtual chessboard, it can be shown that bond 3 has been activated. At the same time, the inactive bond 5 can also be updated and displayed on the virtual chessboard, making it easier for the user to grasp the current state of the game in a timely manner.
[0095] In some embodiments, with reference to Figure 4B, which is a flowchart of the virtual scene interaction processing method provided by embodiments of the present application, steps 106 to 108 shown in Figure 4B can be further executed after completing step 103 shown in Figure 3, and will be described in conjunction with the steps shown in Figure 4B.
[0096] In step 106, the types associated with the types of each individual first virtual object, and the types associated with the types of second virtual objects that have already appeared in the shop control are obtained.
[0097] In some embodiments, let's assume that at least one first virtual object is piece A and piece B already purchased by the user, and that multiple second virtual objects already appearing in the shop control are two pieces B, one piece C, one piece D, and one piece F. Let's assume that pieces B and C have a bond with piece A, pieces A and D have a bond with piece B, pieces B and F have a bond with piece C, pieces A and C have a bond with piece D, and pieces C and D have a bond with piece F. In other words, currently there are a total of 8 There are 1 types of bonds, each being Bond 1 (for example, the bond between piece A and piece B), Bond 2 (for example, the bond between piece A and piece C), Bond 3 (for example, the bond between piece B and piece D), Bond 4 (for example, the bond between piece B and piece C), Bond 5 (for example, the bond between piece C and piece F), Bond 6 (for example, the bond between piece A and piece D), Bond 7 (for example, the bond between piece C and piece D), and Bond 8 (for example, the bond between piece F and piece D), where the quantity of Bond 1 is 3, the quantity of Bond 2 is 1, the quantity of Bond 3 is 3, the quantity of Bond 4 is 3, the quantity of Bond 5 is 1, the quantity of Bond 6 is 1, the quantity of Bond 7 is 1, and the quantity of Bond 8 is 1.
[0098] In step 107, sort the multiple related types in descending order of quantity, and select the top N related types from the sorted list.
[0099] Here, N is a positive integer greater than 1.
[0100] In some embodiments, following the above example, the above eight bond types can be sorted in descending order of quantity to obtain a sort result. Subsequently, the top N sorted bond types can be selected from the sort result, for example, the top 5 sorted bond types can be selected from the sort result, assuming they are Bond 1, Bond 3, Bond 4, Bond 7, and Bond 2, respectively.
[0101] In step 108, an N-dimensional graph is displayed that corresponds to N related types in the virtual scene.
[0102] Here, each dimension of the N-dimensional graph corresponds to one related type, and the proportion of each dimension displayed is positively correlated with the quantity of the corresponding related type.
[0103] In some embodiments, following the above example, after selecting the top 5 bond types sorted from the sorting results, a 5-dimensional graph corresponding to the 5 bond types can be displayed on a virtual chessboard, where each dimension in the 5-dimensional graph corresponds to one bond type, and the display ratio of each dimension can be positively correlated with the quantity of the corresponding bond type. In other words, the larger the quantity of a bond type, the larger the display ratio of the corresponding dimension. For example, if the quantity of bond 1 is 3 and the quantity of bond 2 is 1, then in the 5-dimensional graph, the display ratio of the dimension corresponding to bond 1 is larger than the display ratio of the dimension corresponding to bond 2. In this way, the user can intuitively grasp the quantity of each bond type through the 5-dimensional graph, making it easier for the user to make subsequent decisions and actions.
[0104] In some other embodiments, the following processes can be further performed: updating the quantity corresponding to each of N related types in response to an update in the type of a second virtual object included in the shop control; and updating an N-dimensional graph based on the updated quantity corresponding to each of the N related types, wherein the display ratio of each dimension in the updated N-dimensional graph is positively correlated with the updated quantity of the corresponding related type.
[0105] For example, following the above, when a user clicks the refresh button, the virtual pieces displayed in the shop control can be updated. For instance, suppose two bond types, Bond 1 and Bond 3, reappear. In this case, in the 5-dimensional graph, the display proportion of the dimensions corresponding to Bond 1 and Bond 3 will increase, while the display proportion of the other dimensions will decrease accordingly, thereby reflecting the current quantity of each bond type in real time.
[0106] In some embodiments, after the execution of step 103 shown in Figure 3 is completed, the following processes may be further executed: a process to obtain the types associated with the types of individual first virtual objects and the types associated with the types of second virtual objects that have already appeared in the shop control; a process to sort the multiple associated types in descending order of quantity and select the top N sorted associated types, where N is a positive integer greater than 1; and a process to display N instruction controls (e.g., instruction bar controls or instruction ring controls) corresponding to the N associated types in the virtual scene, where each instruction control corresponds to one associated type and the progress of the instruction control is positively correlated with the quantity of the corresponding associated type. In this way, the user can intuitively grasp the quantity of each bond type that already exists through the instruction controls, making it easier for the user to make subsequent decisions and operations, improving the user's game experience, accelerating the game interaction process, and reducing server waiting time and resource consumption.
[0107] It should be explained that, in addition to being able to be displayed as an N-dimensional graph or in the form of N instruction controls, it can also be displayed in other ways, for example, in a virtual scene, quantities corresponding to N related types can be directly displayed, and the embodiments of this application are not specifically limited to this.
[0108] In some embodiments, the virtual scene interaction processing method provided by the embodiments of the present invention can be further implemented in combination with artificial intelligence (AI) technology, in which case the process can further include: obtaining the type associated with the type of each first virtual object; calling a machine learning model to perform prediction processing based on the type of the first virtual object and each associated type to obtain the probability of winning corresponding to each associated type; and for multiple second virtual objects included in the shop control, displaying a second recommendation mark for second virtual objects of associated types where the probability of winning is greater than a probability threshold.
[0109] As an example, suppose that at least one first virtual object is pieces A and B that the user has already purchased. Assume that pieces B and C have a bond with piece A, and pieces A and D have a bond with piece B. Based on the types of pieces A and B, and the various bond types, a machine learning model can be called to perform prediction processing and obtain the acquisition probability corresponding to each bond type. Subsequently, for the multiple virtual pieces displayed in the shop control, a second recommendation mark can be displayed for the piece with the bond type corresponding to the highest win probability (for example, let's assume piece D). In this way, by intelligently recommending the bond type with the highest win rate to the user, the player's win probability can be improved, and a better game experience can be obtained.
[0110] In some other embodiments, the virtual scene may further include an N-dimensional graph corresponding to N related types whose quantities are greater than a quantity threshold, where N is a positive integer greater than 1, and the display modes of the dimensions corresponding to related types whose acquisition probability in the N-dimensional graph is greater than a probability threshold are distinguished from the display modes of the other dimensions.
[0111] As an example, if we consider a client terminal as an auto chess game app, and assume that after calling a machine learning model and performing prediction processing, we obtain that Bond 1 and Bond 2 are bond types whose win probability is greater than a probability threshold, then in this case, the dimensions corresponding to Bond 1 and Bond 2 in the 5-dimensional graph displayed on the virtual chessboard can be displayed separately. For example, by highlighting the dimensions corresponding to Bond 1 and Bond 2, we can show the user that Bond 1 and Bond 2 are bond types with a relatively high win probability. In this way, we can recommend to the user from multiple dimensions and improve the user's win probability.
[0112] In some other embodiments, following the above example, before the step of calling a machine learning model to perform prediction processing, the following can be further performed: a process to obtain interaction data between a sample winner account and a sample loser account, where the interaction data includes the type of virtual object controlled by the sample loser account and types related to the type of virtual object, and the type of virtual object controlled by the sample winner account and types related to the type of virtual object; a process to call an initialized machine learning model based on the interaction data to perform prediction processing and obtain prediction results; a process to determine the difference between the prediction results and label data, and to perform backpropagation based on the difference, and to update the parameters of the machine learning model layer by layer during the backpropagation process, where the mark data includes the type of virtual object controlled by the sample winner account and types related to the type of virtual object.
[0113] For illustrative purposes, refer to Figure 5, which is a schematic diagram of the structure of a machine learning model provided by an embodiment of the present invention. As shown in Figure 5, the exemplary structure of the machine learning model provided by an embodiment of the present invention may include an input layer (i.e., an embedding layer), an encoding layer (which can consist of, for example, multiple cascaded convolutional layers), a fully connected layer, and an output layer (which includes an activation function such as a Softmax function). After obtaining interaction data between a sample winner account and a sample loser account, the interaction data can first be input to the input layer for embedding, then the encoding layer can encode the embedding feature vectors output from the input layer to obtain hidden layer feature vectors, then the fully connected layer can perform fully connected processing on the hidden layer feature vectors, and finally, the fully connected results output from the fully connected layer can be input to the output layer and activated in the output layer to obtain prediction results. After obtaining the prediction results, the prediction results and label data can be substituted into the loss function to obtain the corresponding difference, and backpropagation can be performed based on this difference. In the process of backpropagation, the parameters of the machine learning model can be updated layer by layer, thereby obtaining the trained machine learning model.
[0114] It should be noted that the above-mentioned machine learning models may be neural network models (e.g., convolutional neural networks, deep convolutional neural networks, or fully connected neural networks), decision tree models, gradient boosting trees, multilayer perceptrons, and support vector machines, and the embodiments of this application are not specifically limited to the type of machine learning model.
[0115] In some embodiments, the user may log in to the virtual scene with a first account, and the number of virtual objects that the first account can control is positively correlated with the account level. In this case, the system can further perform the following steps: display an experience purchase control (e.g., an experience purchase button) in the virtual scene, and, in response to a trigger operation on the experience purchase control, deduct the corresponding number of virtual resources held by the first account, and then upgrade the account level of the first account.
[0116] For example, if we take the first account as game account 1 registered by user A, the number of virtual pieces that user A can control may be positively correlated with the account level of game account 1; that is, the higher the account level, the more virtual pieces user A can control. An experience purchase button may be displayed on the virtual chessboard, and user A can upgrade the account level of game account 1 by clicking the experience purchase button. For example, each time user A clicks the experience purchase button, user A may spend 2 virtual gold coins and upgrade the account level of game account 1 by 1 level. In this way, users can make decisions between account levels and the purchase of virtual pieces. For example, a user may decide, based on the current state of the game, to upgrade their account level by purchasing experience by spending a predetermined amount of virtual gold coins, thereby increasing the upper limit of the number of virtual pieces they can control, or they may spend a predetermined amount of virtual gold coins to purchase virtual pieces, thereby improving the enjoyment of the game.
[0117] The virtual scene interaction processing method provided by the embodiment of the present invention provides a lineup recommendation mechanism that provides real-time feedback on the current battle situation. Based on the first virtual object currently present in the virtual scene, it intelligently recommends to the player a second virtual object of the same type, and a second virtual object of a type related to the type of the first virtual object, thereby helping the user quickly assemble a complete lineup structure. This is advantageous for the user to gain a deeper understanding of the game content, improve their game level, and obtain a better gaming experience. Furthermore, the technical solution provided by the embodiment of the present invention can significantly reduce the time required for user operation and decision-making compared to the user independently assembling the lineup, accelerating the interaction process in the virtual scene and further reducing server waiting time and resource consumption.
[0118] The following describes an exemplary application of the embodiment of this application in a real-world application scenario, using an auto chess-type game as an example.
[0119] The embodiment of the present invention provides a virtual scene interaction processing method that collects lineup information in a big data background, and collects pieces appearing in the shop control (abbreviated as "shop") and the lineups existing on the field, and provides real-time feedback to help players better achieve lineup formation, and learns based on the win rate of each player's lineup selection and gives the player the lineup direction with the highest win rate. Specifically, in the technical solution provided by the embodiment of the present invention, a machine learning method is adopted to learn how to achieve bonds, and by analyzing and learning from the bond database, it grasps how to form bond groups, and a deep learning method is applied to intelligently recommend based on win rates, analyzing the results corresponding to each game independently layer by layer, outputting and communicating the results layer by layer, and finally analyzing to obtain the optimal lineup recommendation.
[0120] In other words, the technical solution provided by the embodiment of the present invention is intended to help players recommend fixed lineups through guidance, while simultaneously promoting the expansion learning of the corresponding lineups, and to provide a method to improve the strength of the lineup by using other existing bond types when the recommended lineup cannot be achieved, thereby making it easier for players to respond to the battle situation more flexibly, and to improve the player's win rate by obtaining a lineup recommendation direction with a higher probability of winning through big data machine learning.
[0121] The interaction processing method for the virtual scene provided by the embodiment of this application will be described in detail below.
[0122] For illustrative purposes, refer to Figure 6A, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6A, on the virtual chessboard 601, pieces 602 (for example, piece A) and piece 603 (for example, piece B) are displayed. That is, currently, there are two types of pieces, A and B, on the field. When a user clicks on piece 602, a popup window 604 corresponding to piece 602 can be displayed. The popup window 604 displays piece B and piece C, with which piece A has a bond, attribute information, skill information, and equipment information. When a user clicks on piece 603, a popup window 605 corresponding to piece 603 can be displayed. The popup window 605 displays piece A and piece D, with which piece B has a bond, attribute information, skill information, and equipment information. Furthermore, the virtual chessboard 601 may also display already activated bonds 606 (i.e., bond 1, for example, the bond between piece A and piece B), as well as unactivated bonds 607 (i.e., bond 2, for example, the bond between piece A and piece C), and bond 608 (i.e., bond 3, for example, the bond between piece B and piece D). Additionally, the virtual chessboard 601 may also display shop entries 609, which the user can click to enter the shop and purchase pieces.
[0123] In some implementations, any bond type can be entered into the database, and the AI uses machine learning to understand how to combine these options. After the learning phase is complete, the client terminal enters the current player's field information and shop information into the cloud database. The cloud database then identifies and determines the content corresponding to the shop, and assigns a first recommendation mark (for example, a mark similar to a "like") to pieces that meet the recommendation criteria.
[0124] For illustrative purposes, refer to Figure 6B, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6B, when a player clicks on a shop entry 609, a shop control 610 can be displayed on the virtual chessboard 601, and in the shop control 610, purchase cards corresponding to multiple pieces are displayed. On the current field, there are three bond types, bond 1, bond 2, and bond 3, and two types of pieces, A and B. Here, there are two judgment points: bond and piece. The current shop control 610 identifies that there are purchase cards for piece B and piece C with bond 2, and therefore, a first recommendation mark 611 can be displayed on the purchase cards for piece B and piece C. At this time, the user can purchase the corresponding piece by clicking on the purchase card.
[0125] For illustrative purposes, refer to Figure 6C, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6C, when the shop control 610 receives a player click on the purchase card 612 for piece C shown in Figure 6B, it can cancel the display of the purchase card 612 for piece C and display piece C in the battle preparation area. At the same time, it can also update the number displayed in the shop entry 609 from "5" to "3", indicating that when the player purchases piece C, 2 virtual gold coins are consumed and only 3 virtual gold coins remain. After a player purchases piece C, when piece C is added to the game, bond 607 (i.e., bond 2, for example, the bond between piece A and piece C) can be activated, and at the same time, an inactive bond 613 (i.e., bond 4, for example, the bond between piece C and piece F) will appear on the field. At this point, the client terminal can send information to the cloud database, and after receiving the information, the cloud database adds two decision factors: bond 4 and piece C.
[0126] For illustrative purposes, refer to Figure 6D, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6D, the player can refresh the shop by clicking the refresh button 614. For example, when the player clicks the refresh button 614, the shop control 610 can refresh the purchase cards of the pieces displayed. For example, after the refresh, a new piece G appears in the shop control 610. Simultaneously, assuming a bond exists between piece G and piece A, the first recommendation mark 611 can be displayed on the card corresponding to piece G. At the same time, the number displayed in the shop entry 609 can be updated from "3" to "1," indicating that the player consumed two virtual gold coins when refreshing the shop, and now only one virtual gold coin remains.
[0127] The following is a further explanation of the content in the recommended section of the lineup.
[0128] In some embodiments, the cloud database can record the types of pieces that have appeared in the current shop and the types of pieces that are currently on the field, and recommend lineup trends based on the frequency of appearance of piece bonds. The representation can be a 5D graph or other format, and bonds with a high quantity (e.g., greater than a quantity threshold) can be selected and displayed externally. Here, the quantity of a bond = the number of times pieces of that bond type have appeared in the shop + the number of pieces of that bond present on the field, and the current display rate of that bond = the quantity of the bond / the total number of displayed bonds.
[0129] For illustrative purposes, refer to Figure 6E, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6E, assuming that the most frequent bonds are currently Bond 1, Bond 2, Bond 3, Bond 4, and Bond 5, a 5-dimensional graph 615 corresponding to these five bond types can be displayed on the virtual chessboard 601. Different bonds may have different display ratios based on the frequency of occurrence of the bond quantities, and the bonds currently present in the player (i.e., already activated bonds) can be displayed separately. For example, assuming that "Bond 1" and "Bond 3" are already activated, the player can be shown that these two types of bonds are already activated by using different colors to display "Bond 1" and "Bond 3" separately in the 5-dimensional graph 615.
[0130] For illustrative purposes, refer to Figure 6F, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6F, after the player purchases piece C, the screen is refreshed again, and two more bond types, Bond 5 and Bond 3, appear in the shop. Assuming that the proportion of Bond 3 exceeds that of Bond 1, in this case, the display proportions of Bond 3 and Bond 5 in the corresponding 5D graph 615 increase accordingly, and the display proportions of the other bonds decrease accordingly. Simultaneously, assuming that Bond 4 is activated to acquire piece C, in this case, Bond 4 can also be displayed separately in a different color in the 5D graph 615 to indicate to the player that Bond 4 has already been activated.
[0131] In several other embodiments, the win rates of various bond types for each player using the feature can be statistically analyzed, and an additional mark for optimal recommendation (i.e., a second recommendation mark) can be added to the existing recommendation mechanism to help players better strengthen their lineups and improve their win rates.
[0132] For illustrative purposes, refer to Figure 6G, which is a schematic diagram of an application scene of the virtual scene interaction processing method provided by an embodiment of the present invention. As shown in Figure 6G, assuming that the type with the highest winning probability calculated by the cloud database based on the current battle situation is piece C, in this case, an additional recommendation mark 616 can be displayed on the purchase card of piece C for the multiple purchase cards of pieces displayed in the shop control 610, thereby improving the player's winning probability.
[0133] The interaction processing method for the virtual scene provided by the embodiment of this application will be described below, in conjunction with Figure 7.
[0134] For illustrative purposes, refer to Figure 7, which is a flowchart of the interaction processing method for a virtual scene provided by an embodiment of the present application, and will be explained in conjunction with the steps shown in Figure 7.
[0135] In step 201, the Kizuna database is installed on a cloud terminal to train the AI on how to combine the product lineup.
[0136] In some implementations, by creating a cloud database of bond-related content, the AI can learn from the database content, understand the bonds corresponding to different pieces, and learn how to recommend to the player that players acquire bond pieces of the same type.
[0137] In step 202, the client terminal feeds back information from the field and shop piece information to the cloud terminal.
[0138] In some embodiments, the client terminal can detect the types of pieces present on the player's field and use them as decision element A, and detect the types of bonds present on the field and use them as decision element B. Decision elements A and B are fed back to a cloud database, and the AI identifies the two types of decision elements A and B, and obtains the pieces of the same type as those elements to use as decision conditions.
[0139] In step 203, the cloud terminal notifies the client terminal to select and display the most numerous bonds currently active.
[0140] In some embodiments, the client terminal can feed back the pieces that have just appeared to a cloud database, the AI can statistically analyze the frequency of bond occurrences and select several bond types that appear relatively frequently, and then the cloud database can feed back the data to the client terminal, allowing the client terminal to display these relatively frequent bond types. Furthermore, the client terminal can also upload the bonds currently present in the battlefield to the cloud database, and the AI can identify these types of bonds and feed them back to the client terminal so that the client terminal can display them in a special mark style.
[0141] In step 204, determine whether or not it is an existing product in the lineup. If it is not, perform step 205; otherwise, perform step 206.
[0142] In step 205, the display is shown in its normal state.
[0143] In step 206, highlight the text using a special style.
[0144] In some embodiments, the client terminal can upload the pieces currently available in the shop to a cloud database, and the AI selects pieces that meet the corresponding conditions based on the current decision factors and provides feedback to the client terminal, which then adds a recommendation mark to the purchase card corresponding to the piece.
[0145] In step 207, determine whether the lineup has the optimal win rate. If not, perform step 208; if so, perform step 209.
[0146] In step 208, do not display additional recommendation marks.
[0147] In step 209, display additional recommendation marks.
[0148] The interaction processing method for the virtual scene provided by the embodiment of this application will be described below, in conjunction with Figure 8.
[0149] For illustrative purposes, refer to Figure 8, which is a flowchart of the interaction processing method for a virtual scene provided by an embodiment of the present application, and will be explained in conjunction with the steps shown in Figure 8.
[0150] In step 301, the Kizuna database is installed on a cloud terminal, allowing the AI to learn how to combine the product lineup.
[0151] In step 302, the client terminal feeds back information from the field and shop piece information to the cloud terminal.
[0152] In step 303, the cloud terminal uses the pieces and bonds as decision factors.
[0153] In step 304, determine whether the corresponding piece or bond exists in the shop. If not, perform step 305; otherwise, perform step 306.
[0154] In step 305, do not display the recommendation mark.
[0155] In step 306, a recommendation mark is displayed on the corresponding piece.
[0156] In step 307, determine whether the win rate is in the optimal direction. If not, perform step 308; otherwise, perform step 309.
[0157] In step 308, do not display additional recommendation marks.
[0158] In step 309, an additional recommendation mark is displayed on the corresponding piece.
[0159] In some embodiments, combining the same type of bond in different quantities results in different effects, and each type of main bond also has different branching bond development directions. This randomness and possibility leads to different lineup combination effects and thus different win rates. Embodiments of the present invention collect the final lineup structure of each player in each round, retrieve the win rate corresponding to the lineup structure along with the win rate for that round from the client terminal, and upload it to a cloud database. The AI then analyzes the database information to obtain integrated win rates corresponding to various bond types / development directions. Next, it feeds back bond combination types with relatively high win rates to the client terminal, which then displays additional recommendation marks on the purchase cards of the corresponding pieces in the shop and displays special recommendation styles in the bond recommendation dimension diagram.
[0160] As described above, the virtual scene interaction processing method provided by the embodiment of the present invention has the following beneficial effects. It solves the problem that players are limited to lineup pieces in a single lineup and cannot respond to flexible and varied battle situations when they have not acquired pieces in the lineup, and provides a lineup bond recommendation mechanism that provides real-time feedback on the current battle situation. By recommending bonds of the same type and branching bonds, players can activate lineup bonds more flexibly and respond to the battle situation better. At the same time, it collects the game records of many players, performs deep learning of the win rates of bond combinations, and intelligently recommends the bond type with the highest win rate to the player, thereby improving the player's probability of winning. The recommendation learning of bond branches is also advantageous in that it cultivates the player's ability to construct bonds, gives a deeper understanding of the game content, and improves the game level, thereby resulting in a better game experience.
[0161] Hereinafter, an exemplary structure of the virtual scene interaction processing device 555 provided by the embodiment of the present application, implemented as a software module, will be described. In some embodiments, as shown in Figure 2, the software module in the virtual scene interaction processing device 555 stored in memory 550 may include a display module 5551.
[0162] The display module 5551 is configured to display a virtual scene, where the virtual scene includes a shop entry and at least one first virtual object; the display module 5551 is further configured to display a shop control in response to a trigger operation on the shop entry, where the shop control includes a plurality of second virtual objects; and the display module 5551 is further configured to display a first recommendation mark for the plurality of second virtual objects, in the second virtual objects of the same type as the first virtual object and in the second virtual objects of a type related to the type of the first virtual object.
[0163] In some embodiments, a user logs into a virtual scene with a first account, and the shop entry displays the quantity of virtual resources owned by the first account. The virtual scene interaction processing unit 555 further includes a move module 5552 configured to move the triggered second virtual object from the shop control to the virtual scene after deducting the corresponding quantity of virtual resources owned by the first account in response to a trigger operation on one of the second virtual objects. The display module 5551 is further configured to update and display the quantity of virtual resources owned by the first account in the shop entry.
[0164] In some embodiments, the virtual scene further includes a refresh control, and the type of the triggered second virtual object is different from the type of the first virtual object, and the display module 5551 further updates and displays other types of second virtual objects in the shop control in response to a trigger operation on the refresh control, where the other types of second virtual objects are different from at least some types of the multiple second virtual objects, and are configured to display the first recommendation mark in the second virtual object of the same type as the triggered second virtual object, and in the second virtual object of the type related to the type of the triggered second virtual object.
[0165] In some embodiments, the refresh control includes a first quantity, which is the quantity of virtual resources that need to be deducted each time the shop control is updated, and the display module 5551 is further configured to update and display other types of second virtual objects in the shop control and update and display the quantity of virtual resources that the first account has in the shop entry, after deducting the first quantity of virtual resources that the first account has, in response to a trigger operation on the refresh control.
[0166] In some embodiments, the virtual scene interaction processing unit 555 further includes a block module 5553 configured to block the response to a trigger operation for a refresh control in response to the quantity of virtual resources owned by the first account being less than a first quantity, and the display module 5551 further includes a display information used to indicate that the second virtual object displayed in the shop control cannot be updated because the quantity of virtual resources currently owned is less than a first quantity.
[0167] In some embodiments, the virtual scene interaction processing device 555 further includes an acquisition module 5554 and a duplicate removal module 5555, where the acquisition module 5554 is configured to acquire types associated with the types of individual first virtual objects, the duplicate removal module 5555 is configured to perform duplicate removal on multiple associated types, and the display module 5551 is further configured to display the multiple associated types after duplicate removal in the virtual scene.
[0168] In some embodiments, the move module 5552 is further configured to move the triggered second virtual object from the shop control to the virtual scene in response to a trigger operation on any of the second virtual objects, and the display module 5551 is further configured to update and display in the virtual scene a type related to the type of the triggered second virtual object, where the type of the triggered second virtual object is different from the type of the first virtual object.
[0169] In some embodiments, the acquisition module 5554 is further configured to acquire types associated with the types of individual first virtual objects and types associated with the types of second virtual objects already appearing in the shop control; the virtual scene interaction processor 555 further includes a sort module 5556 and a selection module 5557, where the sort module 5556 is configured to sort a plurality of associated types in descending order of quantity, and the selection module 5557 is configured to select the top N sorted associated types, where N is a positive integer greater than 1; and the display module 5551 is further configured to display an N-dimensional graph corresponding to the N associated types in the virtual scene, where each dimension of the N-dimensional graph corresponds to one associated type, and the display ratio of each dimension is positively correlated with the quantity of the corresponding associated type.
[0170] In some embodiments, the virtual scene interaction processing unit 555 further includes an update module 5558 which, in response to an update of the type of a second virtual object included in the shop control, updates the quantities corresponding to N related types, and updates an N-dimensional graph based on the updated quantities corresponding to N related types, where the display ratio of each dimension in the updated N-dimensional graph is configured to be positively correlated with the updated quantities of the corresponding related types.
[0171] In some embodiments, the acquisition module 5554 is further configured to acquire types associated with the type of individual first virtual objects and types associated with the type of second virtual objects already appearing in the shop control; the sort module 5556 is further configured to sort a plurality of associated types in descending order of quantity; the selection module 5557 is further configured to select the top N sorted associated types, where N is a positive integer greater than 1; and the display module 5551 is further configured to display N indicator bar controls corresponding to the N associated types in the virtual scene, where each indicator bar control corresponds to one associated type and the length of the indicator bar control is positively correlated with the quantity of the corresponding associated type.
[0172] In some embodiments, the acquisition module 5554 is further configured to acquire types associated with the type of individual first virtual objects, the virtual scene interaction processing device 555 further includes a prediction module 5559 configured to invoke a machine learning model to perform prediction processing based on the type of the first virtual object and the individual associated types to obtain a win probability corresponding to the individual associated types, and the display module 5551 is further configured to display a second recommendation mark for a plurality of second virtual objects for second virtual objects of associated types where the acquisition probability is greater than a probability threshold.
[0173] In some embodiments, the virtual scene interaction processing unit 555 further includes a training module 55510, which is configured to perform the following: a process to acquire interaction data between a sample winner account and a sample loser account before the prediction module 5559 calls a machine learning model to perform prediction processing, wherein the interaction data includes the type of virtual object controlled by the sample loser account and a type related to the type of virtual object, and the type of virtual object controlled by the sample winner account and a type related to the type of virtual object; a process to call an initialized machine learning model based on the interaction data to perform prediction processing and obtain a prediction result; and a process to determine the difference between the prediction result and label data, and to perform backpropagation based on the difference, and to update the parameters of the machine learning model layer by layer during the backpropagation process, wherein the label data includes the type of virtual object controlled by the sample winner account and a type related to the type of virtual object.
[0174] In some embodiments, the virtual scene further includes an N-dimensional graph corresponding to N related types whose quantities are greater than a quantity threshold, where N is a positive integer greater than 1, and the display mode of the dimension corresponding to a related type whose acquisition probability in the N-dimensional graph is greater than a probability threshold is distinguished from the display modes of the other dimensions.
[0175] In some embodiments, the display module 5551 is further configured to display a popup window corresponding to the triggered first virtual object in response to a trigger operation on any of the first virtual objects, wherein the popup window includes at least one of the following pieces of information: a type related to the type of the triggered first virtual object, attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.
[0176] In some embodiments, a user is logged into a virtual scene with a first account, and the number of virtual objects that the first account can control is positively correlated with the account level. The display module 5551 is further configured to display an experience purchase control in the virtual scene, and the virtual scene interaction processing unit 555 further includes an upgrade module 55511 configured to upgrade the account level of the first account after deducting the corresponding number of virtual resources that the first account possesses in response to a trigger operation on the experience purchase control.
[0177] It is important to note that the description of the apparatus in the embodiments of this application is similar to the description of the embodiments of the method described above, and has similar beneficial effects, therefore it will not be repeated. Any undescribed technical details of the virtual scene interaction processing device provided in the embodiments of this application can be understood based on the description in either Figure 3, Figure 4A, or Figure 4B.
[0178] Embodiments of the present 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 a computer device reads the computer-executable instruction from the computer-readable storage medium, and the processor executes the computer-executable instruction, thereby causing the computer device to execute the virtual scene interaction processing method of the embodiment of the present application.
[0179] Embodiments of the present invention provide a computer-readable storage medium in which computer-executable instructions are stored, and when a computer-executable instruction is executed by a processor, the processor executes a virtual scene interaction processing method provided by embodiments of the present invention, for example, the virtual scene interaction processing method shown in Figure 3, Figure 4A, or Figure 4B.
[0180] 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, and may be various devices containing one or any combination of the above-mentioned memories.
[0181] In some embodiments, executable instructions can take the form of a program, software, software module, script, or code, and can be written in any form of programming language (including compiler and interpreter languages, or declarative and procedural languages), and can be deployed in any form, including being deployed as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0182] For example, an executable instruction may be executed on one electronic device, or on multiple electronic devices located in one place, or further, on multiple electronic devices distributed in multiple locations and connected to each other by a communication network.
[0183] The foregoing are merely examples of the present application and are not intended to limit the scope of protection. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of the present application are all included within the scope of protection. [Explanation of Symbols]
[0184] 100 virtual scenes 101 Shop Entry 102 Virtual Pieces 103 Virtual Pieces 104 Shop Control 105 First Recommendation Mark 200 servers 300 Networks 400 terminal devices 410 Client terminals 500 Electronic equipment 510 Processor 520 network ports 530 User Port 531 Output device 532 Input device 540 bus system 550 memory 551 Operating Systems 552 Network Communication Module 553 Presentation Module 554 Input Processing Module 555 Interaction Processing Unit 601 Virtual Chessboard 602 pieces 603 pieces 604 Pop-up window 605 Pop-up window 606 Bonds 607 Bonds 608 Bonds 609 Shop Entry 610 Shop Control 611 First Recommendation Mark 612 Purchase Card 613 Bonds 614 Refresh button 615 5-dimensional graph 616 Recommendation Marks 5551 Display Module 5552 Mobile Module 5553 Block Module 5554 Acquisition Module 5555 Duplicate Removal Module 5556 Sort Module 5557 Selection Module 5558 Update Module 5559 Prediction Module 55510 Training Module 55511 Upgrade Module
Claims
1. A method for processing virtual scene interactions, which is performed by an electronic device, and the method is A step of displaying a virtual scene, wherein the virtual scene includes a shop entry and at least one first virtual object. Steps include: displaying a shop control in response to a trigger operation on the shop entry, wherein the shop control includes a plurality of second virtual objects; A virtual scene interaction processing method, comprising the steps of displaying a first recommendation mark for a plurality of second virtual objects in a second virtual object of the same type as the first virtual object, and in a second virtual object of a type related to the type of the first virtual object.
2. The user logs into the virtual scene with the first account, and in the shop entry, the quantity of virtual resources owned by the first account is displayed. The aforementioned method, In response to a trigger operation on any of the second virtual objects, the steps include: deducting the corresponding quantity of virtual resources held by the first account, and then moving the triggered second virtual object from the shop control to the virtual scene; The method according to claim 1, further comprising the step of updating and displaying the quantity of virtual resources owned by the first account in the shop entry.
3. The virtual scene further includes a refresh control, and the type of the triggered second virtual object is different from the type of the first virtual object. The aforementioned method, A step of updating and displaying another type of second virtual object in the shop control in response to a trigger operation on the refresh control, wherein the other type of second virtual object is different from at least some of the types of the plurality of second virtual objects, The method of claim 2, further comprising the step of displaying the first recommendation mark for other types of second virtual objects in a second virtual object of the same type as the triggered second virtual object, and in a second virtual object of a type related to the type of the triggered second virtual object.
4. The refresh control includes a first quantity, the first quantity being the quantity of virtual resources that needs to be deducted each time the shop control is updated. The step of updating and displaying other types of second virtual objects in the shop control in response to a trigger operation on the refresh control is: In response to a trigger operation for the refresh control, the steps include: deducting the first quantity of virtual resources owned by the first account, and then updating and displaying a second virtual object of a different type in the shop control; The method according to claim 3, further comprising the step of updating and displaying the quantity of virtual resources owned by the first account in the shop entry.
5. The aforementioned method, The steps include blocking the response to the trigger operation for the refresh control in response to the quantity of virtual resources owned by the first account being less than the first quantity, The method according to claim 4, further comprising the step of displaying information, wherein the information is used to indicate that the number of virtual resources currently available is less than the first quantity, and therefore the second virtual object displayed in the shop control cannot be updated.
6. The aforementioned plurality of second virtual objects are displayed in the shop control in the style of cards. The step of displaying the first recommendation mark in a second virtual object of the same type as the first virtual object, and in a second virtual object of a type related to the type of the first virtual object, The method according to any one of claims 1 to 5, further comprising the step of displaying a first recommendation mark on a card corresponding to the second virtual object for a plurality of second virtual objects, including second virtual objects of the same type as the first virtual object and second virtual objects of a type related to the type of the first virtual object.
7. The aforementioned method, A step of obtaining the type associated with the type of each of the aforementioned first virtual objects, The method according to any one of claims 1 to 5, further comprising the steps of performing a duplicate removal process for a plurality of the aforementioned related types and displaying the plurality of the aforementioned related types after the duplicate removal in the virtual scene.
8. The aforementioned method, In response to a trigger operation on any of the second virtual objects, the steps include moving the triggered second virtual object from the shop control to the virtual scene, The method according to claim 7, further comprising the step of updating and displaying a type related to the type of the triggered second virtual object in the virtual scene, wherein the type of the triggered second virtual object is different from the type of the first virtual object.
9. The aforementioned method, The steps include obtaining the type associated with the type of each of the first virtual objects, and the type associated with the type of the second virtual object that has already appeared in the shop control, A step of sorting a plurality of the aforementioned related types in descending order of quantity, and selecting the top N sorted aforementioned related types, where N is a positive integer greater than 1, The method according to any one of claims 1 to 5, further comprising the step of displaying an N-dimensional graph in the virtual scene corresponding to N of the related types, wherein each dimension of the N-dimensional graph corresponds to one of the related types, and the display ratio of each of the dimensions is positively correlated with the quantity of the corresponding related type.
10. The aforementioned method, The steps include updating the quantity corresponding to each of the N associated types in response to an update in the type of the second virtual object included in the shop control, The method according to claim 9, further comprising the step of updating the N-dimensional graph based on updated quantities corresponding to each of the N related types, wherein the proportion of each of the dimensions in the updated N-dimensional graph is positively correlated with the updated quantities of the corresponding related types.
11. The aforementioned method, The steps include obtaining the type associated with the type of each of the first virtual objects, and the type associated with the type of the second virtual object that has already appeared in the shop control, A step of sorting a plurality of the aforementioned related types in descending order of quantity, and selecting the top N sorted aforementioned related types, where N is a positive integer greater than 1, The method according to any one of claims 1 to 5, further comprising the step of displaying N instruction controls corresponding to N related types in the virtual scene, wherein each instruction control corresponds to one related type, and the progress of the instruction controls is positively correlated with the number of related types corresponding to them.
12. The aforementioned method, A step of obtaining the type associated with the type of each of the aforementioned first virtual objects, The steps include calling a machine learning model to perform prediction processing based on the type of the first virtual object and each of the associated types, and obtaining the probability of winning corresponding to each of the associated types, The method according to any one of claims 1 to 11, further comprising the step of displaying a second recommendation mark for the relevant type of second virtual object for the plurality of second virtual objects, wherein the acquisition probability is greater than a probability threshold.
13. Before the step of calling a machine learning model and performing prediction processing, the method, A step of obtaining interaction data between a sample winner account and a sample loser account, wherein the interaction data includes the type of virtual object controlled by the sample loser account and a type associated with the type of virtual object, and the type of virtual object controlled by the sample winner account and a type associated with the type of virtual object. The steps include calling the initialized machine learning model based on the interaction data, performing prediction processing, and obtaining the prediction result, The method according to claim 12, further comprising the steps of determining the difference between the prediction result and label data, performing backpropagation based on the difference, and updating the parameters of the machine learning model layer by layer during the backpropagation process, wherein the label data includes the type of virtual object controlled by the sample winner account and a type associated with the type of virtual object.
14. The method according to claim 12, wherein the virtual scene further includes an N-dimensional graph corresponding to N of the relevant types whose quantity is greater than a quantity threshold, where N is a positive integer greater than 1, and the display mode of the dimension corresponding to the relevant type whose acquisition probability in the N-dimensional graph is greater than a probability threshold is distinguished from the display modes of the other dimensions.
15. The aforementioned method, The method according to any one of claims 1 to 11, further comprising the step of displaying a popup window corresponding to the triggered first virtual object in response to a trigger operation on any of the first virtual objects, wherein the popup window includes at least one of the following pieces of information: a type relating to the type of the triggered first virtual object, attribute information of the triggered first virtual object, skill information of the triggered first virtual object, and equipment information of the triggered first virtual object.
16. The number of virtual objects that can be controlled by the first account when logged into the virtual scene is positively correlated with the account level. The aforementioned method, The steps include: displaying the experience purchase control in the virtual scene; The method according to any one of claims 1 to 11, further comprising the step of upgrading the account level of the first account after deducting the corresponding quantity of virtual resources held by the first account in response to a trigger operation on the experience purchase control.
17. A virtual scene interaction processing device, wherein the device is A display module configured to display a virtual scene, wherein the virtual scene includes a shop entry and at least one first virtual object, The display module is further configured to display a shop control in response to a trigger operation on the shop entry, wherein the shop control includes a plurality of second virtual objects, A virtual scene interaction processing device, wherein the display module is further configured to display a first recommendation mark for the plurality of second virtual objects in second virtual objects of the same type as the first virtual object, and in second virtual objects of a type related to the type of the first virtual object.
18. It is an electronic device, Memory used to store executable instructions, An electronic device comprising: a processor used to implement the virtual scene interaction processing method described in any one of claims 1 to 16 when executing executable instructions stored in the memory.
19. A computer-readable storage medium that stores computer-executable instructions, and when the computer-executable instructions are executed by a processor, realizes the virtual scene interaction processing method described in any one of claims 1 to 16.
20. A computer program product comprising a computer program or a computer-executable instruction, which, when the computer program or computer-executable instruction is executed by a processor, implements the virtual scene interaction processing method described in any one of claims 1 to 16.