Method, device, electronic device, computer-readable storage medium, and computer program for controlling virtual characters

The method simplifies the triggering of combined attack skills in virtual scenes by using positional relationships, addressing complexity and resource consumption issues in virtual character control systems.

JP7597298B2Active Publication Date: 2024-12-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 11 Cites 0 Cited by

Patent Information

Application Number
JP2023513938
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-01-15
Filing Date
2021-12-23
Publication Date
2024-12-10
Estimated Expiration
2041-12-23

AI Technical Summary

Technical Problem

The complexity of triggering combined attack skills in virtual scenes is high, leading to increased computational resource consumption and difficulty in understanding, particularly in lightweight gaming environments like smartphone games.

Method used

A method and device for controlling virtual characters that simplifies the triggering mechanism of combined attack skills by activating them based on positional relationships between characters, reducing the need for extensive computational resources.

Benefits of technology

Simplifies the triggering mechanism of combined attack skills, thereby reducing computational resource consumption and enhancing user experience by minimizing latency and resource usage.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007597298000001
    Figure 0007597298000001
  • Figure 0007597298000002
    Figure 0007597298000002
  • Figure 0007597298000003
    Figure 0007597298000003
Patent Text Reader

Abstract

A method, device, electronic device, computer-readable storage medium, and computer program product for controlling a virtual character include: displaying a virtual scene including a first camp and a second camp battling each other; if positions of a first virtual character and at least one teammate character in the first camp satisfy a trigger condition for the combined attack skill, displaying a combined attack skill activated on a second virtual character in the second camp; and displaying a state of the second virtual character according to the combined attack skill, wherein the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the at least one teammate character.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] This application claims priority to a Chinese patent application having application number 202110052871.8, filed on January 15, 2021, the entire contents of which are incorporated herein by reference.

[0002] The present invention relates to a human-computer interaction technology for computers, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for controlling a virtual character. [Background technology]

[0003] The human-computer interaction technology of virtual scenes based on graphics processing hardware can realize various interactions between virtual characters controlled by users or artificial intelligence according to actual application needs, and has extensive practical value, such as simulating a realistic battle process between virtual characters in a game virtual scene.

[0004] In a virtual scene, a user may control multiple virtual characters in the same camp to form an attack formation to launch a combined attack skill (also called a coordinated attack) against a target virtual character in an opposing camp.

[0005] However, in the related art, the mechanism for triggering the combined attack skill is relatively complicated and difficult to understand, which does not meet the demand for lightweight design of current games (especially smartphone games). In addition, due to the complexity of the trigger mechanism of the combined attack skill, the electronic device (e.g., the terminal device) needs to consume a large amount of computing resources when processing the scene data. Summary of the Invention

[0006] Embodiments of the present invention provide a method, device, electronic device, computer-readable storage medium and computer program product for controlling a virtual character, which can realize interaction based on combined attack skills in an efficient resource-intensive manner and reduce the computing resources that the electronic device needs to consume in the process of the interaction.

[0007] The technical solutions of the embodiments of the present invention are as follows:

[0008] In an embodiment of the present invention, a method for controlling a virtual character, executed by an electronic device, is provided, the method including the steps of: displaying a virtual scene including a first camp and a second camp competing against each other; if the positions of a first virtual character and at least one teammate character in the first camp satisfy a trigger condition of a combined attack skill, displaying a combined attack skill activated on a second virtual character in the second camp; and displaying a state of the second virtual character according to the combined attack skill, wherein the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the at least one teammate character.

[0009] In an embodiment of the present invention, a control device for a virtual character is provided, the device including a display module that displays a virtual scene including a first camp and a second camp competing against each other, wherein the display module displays a combined attack skill activated on a second virtual character in the second camp when the positions of a first virtual character and at least one teammate character in the first camp satisfy a trigger condition of a combined attack skill, and displays a state of the second virtual character according to the combined attack skill, the combined attack skill including at least one attack skill activated by the first virtual character and at least one attack skill activated by the at least one teammate character.

[0010] In an embodiment of the present invention, there is provided an electronic device including a memory having executable instructions stored therein, and a processor that, when executing the executable instructions stored in the memory, realizes a method for controlling a virtual character according to an embodiment of the present invention.

[0011] In an embodiment of the present invention, there is provided a computer readable storage medium having executable instructions stored thereon, the instructions, when executed by a processor, implementing a method for controlling a virtual character according to an embodiment of the present invention.

[0012] In an embodiment of the present invention, there is provided a computer program product including a computer program or instructions, which, when executed by a processor, implements a method for controlling a virtual character according to an embodiment of the present invention.

[0013] The technical solutions according to the embodiments of the present invention have the following advantageous effects:

[0014] When an attack needs to be made against a second virtual character in an opposing camp, the positions in the virtual scene of a first virtual character and at least one teammate character in the same camp can be set as trigger conditions for activating the combined attack skill, thereby simplifying the trigger mechanism of the combined attack skill and thereby saving the computational resources that the electronic device needs to consume when performing an interaction based on the combined attack skill. [Brief description of the drawings]

[0015] [Figure 1A] 2 is a schematic diagram of an application mode of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 1B] 2 is a schematic diagram of an application mode of a method for controlling a virtual character according to an embodiment of the present invention; [Diagram 2] FIG. 4 is a schematic diagram of a configuration of a terminal device 400 according to an embodiment of the present invention. [Diagram 3]4 is a flowchart of a method for controlling a virtual character according to an embodiment of the present invention. [Figure 4A] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 4B] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 4C] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Diagram 5] FIG. 2 is a schematic diagram of training and application of a neural network model according to an embodiment of the present invention. [Figure 6] FIG. 2 is a schematic diagram of a configuration of a neural network model according to an embodiment of the present invention. [Figure 7] FIG. 2 is a schematic diagram of a neural network model determining joint attack skill based on feature data according to an embodiment of the present invention; [Figure 8] 4 is a flowchart of a method for controlling a virtual character according to an embodiment of the present invention. [Figure 9] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 10] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 11] 1 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention; [Figure 12] FIG. 2 is a schematic diagram of a rule for triggering a coordinated attack according to an embodiment of the present invention. [Figure 13] FIG. 2 is a schematic diagram of an attack sequence design according to an embodiment of the present invention. [Figure 14] FIG. 2 is a schematic diagram of a camera design in the process of a coordinated attack according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] In order to make the objectives, technical means and advantages of the present invention clearer, the following will further describe the embodiments of the present invention in detail with reference to the drawings. The described embodiments do not limit the present invention, and all other embodiments that a person skilled in the art can obtain without performing creative work belong to the scope of protection of the present invention.

[0017] In the following description, references to "some embodiments" describe a subset of all possible embodiments, but the "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with each other unless inconsistent.

[0018] In the following description, references to the terms "first," "second," and "third" are merely intended to distinguish between similar objects and do not represent a particular order of the objects. It should be noted that "first," "second," and "third" may be interchanged with respect to a particular order or order, where permitted, such that the described embodiments of the invention may be practiced in orders other than those shown or described herein.

[0019] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used in this specification are merely for describing the embodiments of the present invention and are not intended to limit the present invention.

[0020] Before describing the embodiments of the present invention in more detail, the nouns and terms contained in the embodiments of the present invention will be explained, and the nouns and terms contained in the embodiments of the present invention are suitable for the following interpretation.

[0021] (1) "In response to": Used to express a condition or state upon which an operation is performed. When the dependent condition or state is met, the operation or operations performed may be in real time or may have a configured delay. Unless otherwise specified, the order of execution of the operations performed is not limited to a chronological order.

[0022] (2) Client: An application executed on a terminal to provide various services, such as a video playback client, a game client, etc.

[0023] (3) Virtual Scene: A virtual scene displayed (or provided) when an application program is executed on a terminal. The virtual scene may be a simulation environment for the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual scene may be any of a 2D virtual scene, a 2.5D virtual scene, and a 3D virtual scene, but the embodiment of the present invention is not limited to the dimension of the virtual scene. For example, the virtual scene may include sky, land, sea, etc. The land may include environmental elements such as desert, city, etc., and the user may control virtual objects to move within the virtual scene.

[0024] (4) Virtual character: a human or object representation that can interact in the virtual scene, or a movable object in the virtual scene. The movable object may be a virtual human, a virtual animal, a cartoon or animation character, etc., such as a character, an animal, a plant, a barrel, a wall, a stone, etc., displayed in the virtual scene. The virtual character may be a virtual representation that represents a user in the virtual scene. A virtual scene may include multiple virtual characters, each of which has its own shape and volume in the virtual scene and occupies a portion of the space in the virtual scene.

[0025] Preferably, the virtual character may be a user character controlled by an operation at a client, an artificial intelligence (AI) set in a battle in a virtual scene by training, or a non-player character (NPC) set in an interaction in a virtual scene. For example, the virtual character may be a virtual human performing a competitive interaction in a virtual scene. For example, the number of virtual characters participating in an interaction in the virtual scene may be set in advance, or may be dynamically determined according to the number of clients participating in the interaction.

[0026] (5) Scene data: Represents various characteristics of a character in a virtual scene in an interaction process, and may include, for example, the position of a virtual character in the virtual scene. It may include various types of characteristics depending on the type of virtual scene. For example, in a game virtual scene, the scene data may include the waiting time of various functions configured in the virtual scene (which depends on the number of times the same function can be used within a given period of time), and may include attribute values ​​representing various states of the virtual character, such as a life value (HP) (also referred to as the amount of red) and a magic value (also referred to as the amount of blue).

[0027] (6) Combined attack: Also called a coordinated attack, at least two virtual characters cooperate to attack, with each virtual character activating at least one attack skill, and the attack skill activated during the combined attack is called a combined attack skill.

[0028] In a virtual scene, a user may control multiple virtual characters in the same camp to form an attack formation to perform a coordinated attack (corresponding to the above-mentioned combined attack skill) against a target virtual character in an opposing camp.

[0029] However, in the related art, the trigger mechanism of the coordinated attack is relatively complicated and difficult to understand. Taking a game as an example, the trigger mechanism of the coordinated attack does not meet the demand for a lightweight design of a game (especially a smartphone game). In addition, when an attacked virtual character makes a counterattack, the coordinated attack may be triggered again, which further increases the complexity of the game, and the terminal device needs to consume a large amount of calculation resources when processing the scene data.

[0030] In view of the above technical problems, the embodiments of the present invention provide a method, device, electronic device, computer-readable storage medium and computer program product for controlling a virtual character, which can trigger a combined attack skill in a simple and low resource consumption manner and reduce the computational resources that a terminal device needs to consume in the process of interaction. In order to facilitate understanding of the method for controlling a virtual character according to the embodiments of the present invention, an exemplary implementation scenario of the method for controlling a virtual character according to the embodiments of the present invention will be described first. In the method for controlling a virtual character according to the embodiments of the present invention, a virtual scene may be output entirely by a terminal device, or may be output by the cooperation of a terminal device and a server.

[0031] In some embodiments, the virtual scene may be an environment for game characters to interact with, for example, game characters may compete in a virtual scene, and a user may alleviate life's stresses while gaming by controlling the actions of the virtual characters to interact with each other in the virtual scene.

[0032] 1A is a schematic diagram of an application mode of a method for controlling a virtual character according to an embodiment of the present invention. In one implementation scenario, as shown in FIG. 1A, the method is suitable for several application modes that completely rely on the computing capabilities of the graphics processing hardware of a terminal device 400 to complete the computation of relevant data of a virtual scene 100. For example, a standalone version / offline mode game, etc. realizes the output of a virtual scene through a terminal device 400 such as a smartphone, a tablet computer, and a virtual reality / augmented reality device.

[0033] By way of example, types of image processing hardware include Central Processing Units (CPUs) and Graphics Processing Units (GPUs).

[0034] When realizing the visual perception of the virtual scene 100, the terminal device 400 calculates and displays the necessary data through the graphic computing hardware, realizes the loading, analysis and rendering of the display data, and outputs the video frame capable of realizing the visual perception of the virtual scene through the graphic output hardware. For example, a two-dimensional image or video is displayed on the display of the smartphone, or the video frame is projected on the lens of the augmented reality / virtual reality glasses, capable of realizing the three-dimensional display effect. In addition, in order to enhance the perception effect, the terminal device 400 may use various hardware to realize one or more of the auditory perception, the tactile perception, and the motion perception.

[0035] As an example, the terminal device 400 executes a client 410 (for example, a stand-alone version of a game application). During execution of the client 410, a virtual scene including role-playing is output. The virtual scene is an environment for game characters to interact, for example, a plain, a road, a valley, etc., where game characters fight against each other. The virtual scene includes a first camp and a second camp fighting against each other, the first camp includes a first virtual character 110 and a teammate character 120, and the second camp includes a second virtual character 130. Here, the first virtual character 110 may be a game character controlled by a user (or a player). That is, the first virtual character 110 is controlled by an actual user and moves within the virtual scene in response to the actual user's operation of a controller (including a touch screen, a sound switch, a keyboard, a mouse, a joystick, etc.). For example, when a real user moves the joystick to the left, the virtual character may move left within the virtual scene, or may remain in its current location rather than moving, jump, and use various functions (such as skills or items).

[0036] For example, when the positions of the first virtual character 110 and the teammate character 120 in the first camp in the virtual scene 100 satisfy the trigger condition of the combined attack skill (for example, when the positions of the first virtual character 110 and the teammate character 120 in the virtual scene 100 match a predetermined positional relationship, it is determined that the trigger condition of the combined attack skill is satisfied), the combined attack skill activated against the second virtual character 130 of the second camp, i.e., at least one attack skill activated by the first virtual character 110 against the second virtual character 130 in the virtual scene 100, and at least one attack skill activated by the teammate character 120 against the second virtual character 130 are sequentially displayed. At the same time, the state of the second virtual character 130 according to the combined attack skill may be further displayed in the virtual scene 100.

[0037] 1B is a schematic diagram of an application mode of the method for controlling a virtual character according to an embodiment of the present invention. In another implementation scenario, as shown in FIG. 1B, the method is applied to a terminal device 400 and a server 200, and is suitable for implementing the calculation of the virtual scene through the computing capability of the server 200 and outputting the application mode of the virtual scene on the terminal device 400.

[0038] Taking the realization of visual perception of the virtual scene 100 as an example, the server 200 calculates display data related to the virtual scene and transmits it to the terminal device 400 via the network 300. The terminal device 400 may use graphic computing hardware to realize the calculation, loading and analysis of the display data, and use graphic output hardware to output the virtual scene and realize visual perception, for example, displaying two-dimensional video frames on the display screen of a smartphone, or projecting video frames to realize three-dimensional display effects on the lenses of augmented reality / virtual reality glasses. For perception in the form of a virtual scene, the corresponding hardware output of the terminal may be used, for example, using a microphone output to form an auditory perception, and using a vibrator output to form a tactile perception.

[0039] As an example, the terminal device 400 executes a client 410 (e.g., a network version of a game application). When the terminal device 400 connects to a game server (server 200) and interacts with other users in a game, the client 410 outputs a virtual scene 100. The virtual scene 100 includes a first camp and a second camp that compete against each other, the first camp includes a first virtual character 110 and a teammate character 120, and the second camp includes a second virtual character 130. Here, the first virtual character 110 may be a game character controlled by a user (or a player). That is, the first virtual character 110 is controlled by an actual user and moves within the virtual scene in response to the actual user's operation of a controller (including a touch screen, a sound switch, a keyboard, a mouse, a joystick, etc.). For example, when a real user moves the joystick to the left, the virtual character may move left within the virtual scene, or may remain in its current location rather than moving, jump, and use various functions (such as skills or items).

[0040] For example, when the positions of the first virtual character 110 and the teammate character 120 in the first camp in the virtual scene 100 satisfy the trigger condition of the combined attack skill, the combined attack skill activated against the second virtual character 130 in the second camp, i.e., at least one attack skill activated by the first virtual character 110 against the second virtual character 130 and at least one attack skill activated by the teammate character 120 against the second virtual character 130, are sequentially displayed in the virtual scene 100. At the same time, the state of the second virtual character 130 according to the combined attack skill may be further displayed in the virtual scene 100.

[0041] In some other embodiments, when a first virtual character and at least one teammate character (e.g., teammate character A) both have multiple attack skills, for example, when the first virtual character has three attack skills, attack skill 1, attack skill 2, and attack skill 3, and teammate character A has two attack skills, attack skill 4 and attack skill 5, the activation order of the above-mentioned combined attack skills may be that each virtual character activates only once per round, that is, the activation order of the attack skills may be that the first virtual character activates attack skill 1, teammate character A activates attack skill 4, the first virtual character activates attack skill 2, teammate character A activates attack skill 5, and the first virtual character activates attack skill 3. In addition, the order of activation of the above-mentioned combined attack skills may be such that each virtual character activates multiple skills at once per round, and then the next virtual character attacks; that is, the order of activation of the attack skills may be such that the first virtual character activates attack skill 1, the first virtual character activates attack skill 2, the first virtual character activates attack skill 3, teammate character A activates attack skill 4, and teammate character A activates attack skill 5.

[0042] In some embodiments, the terminal device 400 may realize the method for controlling a virtual character according to the embodiment of the present invention by executing a computer program. For example, the computer program may be a native program or software module in an operating system, or may be a local (Native) application program (APP: APPlication), i.e., a program that needs to be installed in an operating system to run, such as a game app (i.e., the above-mentioned client 410). Alternatively, the computer program may be an applet, i.e., a program that can be run simply by downloading it to a browser environment. Alternatively, the computer program may be a game applet that can be incorporated into any app. In short, the computer program may be any type of application program, module, or plug-in.

[0043] The embodiment of the present invention may be realized by cloud technology, which is a hosting technology that integrates a set of resources such as hardware, software, and networks within a wide area network or a local area network to realize data calculation, storage, processing, and sharing.

[0044] Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, and application technology based on the application of cloud computing business model, which can form a resource pool and be used as needed, flexibly and conveniently. Cloud computing technology has become an important supporting technology. The back-end services of technical network systems require large amounts of computing and storage resources.

[0045] As an example, the server 200 in FIG. 1B may be an independent physical server, a server cluster or a 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, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc. The terminal device 400 and the server 200 may be directly or indirectly connected by wired or wireless communication, but the embodiment of the present invention is not limited thereto.

[0046] The following describes the configuration of an electronic device according to an embodiment of the present invention, and the electronic device may be a terminal device 400 shown in FIG. 1A and FIG. 1B. FIG. 2 is a schematic diagram of the configuration of the terminal device 400 according to an embodiment of the present invention. As shown in FIG. 2, the terminal device 400 includes at least one processor 460, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal device 400 is connected via a bus system 440. The bus system 440 is used to realize connection communication between these components. The bus system 440 includes a power bus, a control bus, and a status signal bus in addition to a data bus. For convenience of explanation, each bus in FIG. 2 is collectively referred to as the bus system 440.

[0047] The processor 460 may be an integrated circuit chip with signal processing capabilities, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general purpose processor may be a microprocessor or any conventional processor, etc.

[0048] User interface 430 includes one or more output devices 431 that enable display of media content, including one or more speakers and / or one or more visual displays. User interface 430 further includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, and other input buttons and widgets.

[0049] Memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. Memory 450 preferably includes one or more storage devices that are physically separate from processor 460.

[0050] The memory 450 may include volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be Read Only Memory (ROM), and the volatile memory may be Random Access Memory (RAM). The memory 450 described in embodiments of the present invention is intended to include any suitable type of memory.

[0051] In some embodiments, memory 450 may store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, such as those illustrated below.

[0052] The operating system 451 includes system programs for handling various basic system services, implementing various basic services, and performing hardware-related tasks, such as a framework layer, a core library layer, and a driver layer for handling hardware-based tasks.

[0053] The network communication module 452 reaches other electronic devices through one or more (wired or wireless) network interfaces 420. Network interfaces 420 include, for example, Bluetooth, wireless compatibility (WiFi), and Universal Serial Bus (USB).

[0054] The display module 453 displays information through associated output devices 431 (eg, displays, speakers, etc.) via a user interface 430 (eg, a user interface for operating peripherals and displaying content and information).

[0055] The input processing module 454 detects one or more user inputs or interactions from one of the one or more input devices 432 and transforms the detected inputs or interactions.

[0056] In some embodiments, the device according to the embodiment of the present invention may be realized by software. As shown in FIG. 2, the control device 455 of the virtual character stored in the memory 450 may be software in the form of a program, a plug-in, etc., and includes a display module 4551, an acquisition module 4552, and a calling module 4553. These modules are logical, so they may be arbitrarily combined or further divided according to the realized functions. Note that, although the above modules are shown collectively in FIG. 2 for convenience of expression, this should not be interpreted as excluding an embodiment in which the control device 455 of the virtual character can include only the display module 4551. The functions of the modules are described below.

[0057] The following describes a method for controlling a virtual character according to an embodiment of the present invention with reference to the drawings. In practice, the method for controlling a virtual character according to an embodiment of the present invention may be independently implemented by the terminal device 400 in Fig. 1A, or may be jointly implemented by the terminal device 400 and the server 200 in Fig. 1B.

[0058] The following describes an example of a method for controlling a virtual character according to an embodiment of the present invention, which is executed by the terminal device 400 in Fig. 1A. Fig. 3 is a flowchart of the method for controlling a virtual character according to an embodiment of the present invention. The steps shown in Fig. 3 will be described.

[0059] It should be noted that the method illustrated in FIG. 3 may be implemented by various forms of computer programs executed by terminal device 400, and is not limited to the above-described client 410, such as the above-described operating system 451, software modules and scripts, and therefore embodiments of the present invention are not limited to clients.

[0060] Step S101: A virtual scene is displayed.

[0061] Here, the virtual scene displayed on the human-computer interaction interface of the terminal device may include a first camp and a second camp competing against each other. Here, the first camp includes a first virtual character (e.g., a virtual character controlled by a user) and at least one teammate character (which may be a virtual character controlled by another user or a virtual character controlled by a robot program). The second camp includes at least one second virtual character (which may be a virtual character controlled by another user or a virtual character controlled by a robot program).

[0062] In some embodiments, the virtual scene may be displayed in a human-computer interaction interface from a first-person perspective (e.g., a user plays a first virtual character in a game from his / her own perspective), a third-person perspective (e.g., a user plays a game by following a first virtual character in the game), or a large bird's-eye view, where the perspectives may be arbitrarily switched between.

[0063] As an example, the first virtual character may be an object controlled by a user in a game. The virtual scene may include other virtual characters, which may be controlled by other users or by a robot program. The first virtual character may be classified into any one of a plurality of teams. The teams may have an antagonistic or cooperative relationship, and the teams in the virtual scene may have one or all of the above relationships.

[0064] Taking displaying a virtual scene from a first-person perspective as an example, the virtual scene displayed in the human-computer interaction interface may include determining a viewing area of ​​a first virtual character based on a viewing position and a viewing angle of the first virtual character in the complete virtual scene, and displaying a partial virtual scene located within the viewing area in the complete virtual scene. That is, the displayed virtual scene may be a partial virtual scene for a panoramic virtual scene. The first-person perspective is the viewing angle that has the most impact on the user, and therefore can provide the user with a sense of immersion during operation.

[0065] Taking the bird's-eye view display of the virtual scene as an example, the virtual scene displayed on the human-computer interaction interface may include, in response to a zoom operation on the panoramic virtual scene, displaying a partial virtual scene of the corresponding zoom operation on the human-computer interaction interface. That is, the displayed virtual scene may be a partial virtual scene of the panoramic virtual scene. This can improve the operability of the user during the operation, and therefore the efficiency of the human-computer interaction.

[0066] Step S102: When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, display the combined attack skill activated against the second virtual character in the second camp.

[0067] In some embodiments, the trigger conditions for the combined attack skill may include at least one of: the position of the second virtual character in the virtual scene being within the attack range of the first virtual character and within the attack range of at least one teammate character; and the orientation of the first virtual character relative to the at least one teammate character being a predetermined orientation or within a predetermined orientation range.

[0068] For example, in a turn-based strategy (TBS) game, it is assumed that the attack range of a first virtual character is a circular area with a radius of three squares (also called a grid, which is a logical cell with a square unit, and in a turn-based strategy game, a predetermined number of consecutive grids constitute a map of a stage) centered on the position of the first virtual character, and the second virtual character is two squares away from the first virtual character, that is, the second virtual character is within the attack range of the first virtual character. In addition, it is assumed that a teammate character A belonging to the same camp as the first virtual character exists in the virtual scene, and the teammate character A is one square away from the second virtual character, and the attack range of the teammate character A is also a circular area with a radius of three squares, that is, the second virtual character is simultaneously within the attack range of the teammate character A, and the terminal device may determine that the positions of the first virtual character and the teammate character A satisfy the trigger condition of the combined attack skill. In other words, when the positions of the first virtual character and teammate character A match a predetermined positional relationship, a camp alliance may be formed and a combined attack skill may be activated against a second virtual character in the second camp.

[0069] 4A is a schematic diagram of an application scenario of a control method for a virtual character according to an embodiment of the present invention. As an example, as shown in FIG. 4A, the attack range of a first virtual character 401 is a first circular area 402, and the attack range of a teammate character 403 is a second circular area 404. When a second virtual character 407 is in an intersection range 406 between the first circular area 402 and the second circular area 404 (in this case, both the first virtual character 401 and the teammate character 403 can attack the second virtual character 407), the terminal device determines that the positions of the first virtual character and the teammate character meet the trigger condition of the combined attack skill.

[0070] As an example, if the attack range of a virtual character has a direction (i.e., the attack range differs depending on the direction), the orientation of the first virtual character and at least one teammate character needs to be further considered. For example, if the position of a second virtual character in the virtual scene is within the attack range corresponding to the current orientation of the first virtual character (i.e., the current direction of the first virtual character) and is within the attack range corresponding to the current orientation of a teammate character B belonging to the same camp as the first virtual character (i.e., the current direction of the teammate character B), the terminal device determines that the positions of the first virtual character and the teammate character B satisfy the trigger condition of the combined attack skill.

[0071] As an example, in addition to the attack range, the above-mentioned predetermined positional relationship may be related to the orientation of the virtual character. For example, when a first virtual character and at least one teammate character can attack a second virtual character at the same time, and the orientation of the first virtual character relative to the at least one teammate character is a predetermined orientation or is within a predetermined orientation range, the terminal device determines that the positions of the first virtual character and at least one teammate character meet the trigger condition of the combined attack skill. For example, when only the teammate character C is within the field of view of the first virtual character among the multiple teammate characters that meet the attack range, the terminal device determines that the positions of the first virtual character and the teammate character C meet the trigger condition of the combined attack skill.

[0072] 4B is a schematic diagram of an application scenario of the control method for virtual characters according to an embodiment of the present invention. As an example, as shown in FIG. 4B, the attack range of a first virtual character 408 is a first circular area 409, the attack range of a first teammate character 410 is a second circular area 411, and the attack range of a second teammate character 412 is a third circular area 413. If the second virtual character 414 is within a common intersection area 415 between the first circular area 409, the second circular area 411, and the third circular area 413, that is, the first virtual character 408, the first teammate character 410, and the second teammate character 412 can all attack the second virtual character 414, but the orientation of the first teammate character 410 does not belong to a predetermined orientation range relative to the first virtual character 408, for example, when the user controls the first virtual character 408 in first-person mode, if the first teammate character 410 is not within the field of view of the first virtual character 408 and the second teammate character 412 is within the field of view of the first virtual character 408, the terminal device determines that the positions of the first virtual character 408 and the second teammate character 412 meet the trigger condition of the combined attack skill, and selects the second teammate character 412 to participate in the subsequent combined attack.

[0073] In addition, the second virtual character according to the embodiment of the present invention is one type of character, and is not limited to one virtual character, and the number of the second virtual characters may be multiple. For example, when there are multiple virtual characters in the second camp, these virtual characters may all be the second virtual characters.

[0074] In some embodiments, the terminal device may realize a step of displaying a combined attack skill activated on a second virtual character in a second camp when the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill as follows: When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill and the character types of the first virtual character and at least one teammate character match a predetermined battle formation combination, the terminal device displays a combined attack skill activated on a second virtual character in the second camp. Here, the predetermined battle formation combination may include at least one of the following: The level of the first virtual character is equal to or lower than the level of at least one teammate character. The attributes of the first virtual character and at least one of the teammate characters (an attribute may mean a function that a virtual character has, and virtual characters with different attributes have different functions. For example, the attributes may include strength, intelligence, and agility. For a virtual character whose attribute is strength, the corresponding function may be to withstand damage. For a virtual character whose attribute is intelligence, the corresponding function may be to heal. For a virtual character whose attribute is agility, the corresponding function may be to attack) are the same (for example, the attributes of the first virtual character and the teammate character are both agility and both are in charge of attacking) or are compatible with each other (for example, the attribute of the first virtual character is agility and the attribute of the teammate character is intelligence, i.e., one is in charge of attacking and the other is in charge of healing). The skill of the first virtual character and the skill of at least one teammate character are identical (e.g., both inflict damage to the life value of the second virtual character) or are compatible with each other (e.g., can inflict various damage to the second virtual character, such as reducing life value, movement speed, increasing skill latency, etc.).

[0075] As an example, the terminal device may select a plurality of teammate characters that satisfy the trigger condition of the combined attack skill from the virtual scene, and then select a teammate character that matches a predetermined formation combination from the plurality of teammate characters that satisfy the trigger condition of the combined attack skill as a character that will ultimately cooperate with the first virtual character to activate the combined attack skill based on a predetermined formation combination. For example, if the teammate characters that satisfy the trigger condition of the combined attack skill selected by the terminal device from the virtual scene are virtual character A, virtual character B, virtual character C, and virtual character D, and the current level of the first virtual character is 60, the level of virtual character A is 65, the level of virtual character B is 70, the level of virtual character C is 59, and the level of virtual character D is 62, the terminal device determines virtual character C as a character that will cooperate with the subsequent first virtual character to activate the combined attack skill.

[0076] As an example, the predetermined formation combination may further relate to the attributes of the virtual characters. For example, if the attribute of the first virtual character is strength (the corresponding function is to withstand damage and has high defensive ability), a character whose attribute is agility (the corresponding function is to attack and has high attack ability) may be determined as a character that matches the predetermined formation combination. In this way, by combining different attributes, the sustained combat ability of the formation combination can be improved, and the operation and calculation resources of repeatedly activating the combination attack skill can be saved.

[0077] As an example, the predetermined formation combination may further be related to the skills of the virtual characters. For example, if the attack type of the first virtual character is a physical attack, a character whose attack type is a magic attack may be determined as a character that matches the predetermined formation combination. In this way, by combining skills, it is possible to inflict damage on the second virtual character in various aspects, thereby achieving maximization of damage and saving the operation and calculation resources of repeatedly activating the combination attack skill.

[0078] In some embodiments, the terminal device may adopt a predetermined priority order when selecting a teammate character based on the above conditions that match a predetermined formation alliance. For example, the terminal device first selects a character of the same or similar level from a plurality of teammate characters that meet the trigger condition of the alliance attack skill to form a formation alliance with the first virtual character. If there is no such character, the terminal device selects a character with the same or suitable attributes from the plurality of teammate characters. If there is still no such character, the terminal device selects a character with the same or suitable skills from the plurality of teammate characters. In addition, when selecting, the terminal device preferentially selects a teammate character with the same level, attributes, and skills, and if there is no such character, selects a teammate character with a higher class or similar attributes and skills.

[0079] In some embodiments, the coalition attack skill may be further related to the state of the virtual characters (e.g., life value, magic value, etc.). For example, only when the current state value of the first virtual character reaches a state threshold (e.g., the magic value is greater than the magic threshold and is sufficient for the first virtual character to activate the corresponding skill), the trigger condition of the coalition attack skill may be met, or a formation coalition may be formed with a teammate character that satisfies both the trigger condition of the coalition attack skill and a predetermined formation coalition, and the coalition attack skill may be activated.

[0080] In some embodiments, the terminal device may further perform the following processing before displaying the coalition attack skill activated on the second virtual character in the second camp: For at least one teammate character that satisfies the trigger condition of the coalition attack skill in the virtual scene, display a prompt identifier corresponding to at least one teammate character. Here, the prompt identifier may be in various forms, such as text, special effects, or a combination of both, and is used to indicate that the at least one teammate character can form a camp coalition with the first virtual character. In response to a selection operation on the at least one teammate character, display a coalition attack skill activated on the second virtual character in the second camp. Here, the coalition attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the selected teammate character. In this way, by displaying a prompt identifier corresponding to at least one teammate character, the user can easily select a teammate character, accelerate the progress of the game, and reduce the waiting time of the server, thereby saving the calculation resources that the server needs to consume.

[0081] 4C is a schematic diagram of an application scenario of the control method of a virtual character according to an embodiment of the present invention. As shown in FIG. 4C, when a user controls a first virtual character 416 to attack a second virtual character 420 belonging to an enemy camp, for a teammate character that satisfies the trigger condition of a coalition attack skill in the virtual scene 400, the terminal device may display a corresponding prompt identifier. For example, for a teammate character 418 that satisfies the trigger condition of a coalition attack skill, the terminal device may display a corresponding prompt identifier at the feet of the teammate character 418 to present to the user that the teammate character 418 is a virtual character that can form a camp alliance with the first virtual character 416. In addition, when the terminal device receives an attack command triggered by the user against the second virtual character, the terminal device may display a corresponding attack identifier 417 at the feet of the first virtual character 416 and a corresponding attacked identifier 421 at the feet of the second virtual character 420.

[0082] It should be noted that the display manner of the prompt identifier shown in FIG. 4C is merely a preferred example. In practical applications, the prompt identifier may be displayed on the head of a virtual character, or special effects may be added for the virtual character to achieve the corresponding presentation purpose, but the embodiments of the present invention are not limited thereto.

[0083] In some embodiments, when the second virtual character in the second camp has a first attack skill (i.e., the second virtual character has a privilege to activate a skill preferentially), the terminal device may further perform the following processes before displaying the combined attack skill activated against the second virtual character in the second camp: display at least one attack skill activated by the second virtual character against the first virtual character, and display the state of the first virtual character according to the at least one attack skill activated by the second virtual character.

[0084] As an example, when the second virtual character in the second camp (i.e., the virtual character that the user intends to attack) has a preemptive attack skill, the corresponding battle time axis is that the second virtual character attacks the first virtual character, the first virtual character attacks the second virtual character, and the teammate character attacks the second virtual character. That is, when the positions of the first virtual character and at least one teammate character in the first camp meet the trigger condition of the combined attack skill, the terminal device first displays at least one attack skill activated by the second virtual character against the first virtual character, and displays the state of the first virtual character according to the at least one attack skill activated by the second virtual character, for example, the state in which the first virtual character is not defeated by the second virtual character, or the state in which the corresponding life value is reduced after the first virtual character is attacked by the second virtual character.

[0085] In some other embodiments, when at least one teammate character has a defensive skill (e.g., teammate character A in a formation alliance has a defensive skill, i.e., a second virtual character needs to first defeat teammate character A before attacking the first virtual character), the corresponding battle timeline is that the second virtual character attacks teammate character A, the first virtual character attacks the second virtual character, and teammate character A attacks the second virtual character. That is, before displaying at least one attack skill activated by the second virtual character against the first virtual character, the terminal device may display at least one attack skill activated by the second virtual character against at least one teammate character, and display the state of the at least one teammate character according to the at least one attack skill activated by the second virtual character (for example, if the teammate character's life value decreases or the teammate character's defensive shield is broken by the skill activated by the second virtual character and the teammate character loses the ability to protect the first virtual character, the second virtual character can attack the first virtual character).

[0086] In some embodiments, when a third virtual character having a defensive skill is present in the second camp, the terminal device may further execute the following process before displaying the combined attack skill activated against the second virtual character: displaying the combined attack skill activated against the third virtual character, and displaying the state of the third virtual character according to the combined attack skill.

[0087] As an example, the second camp may have a third virtual character with a defense skill to protect the second virtual character. In this case, the user must first attack the third virtual character before attacking the second virtual character. That is, when the positions of the first virtual character and at least one teammate character in the first camp satisfy the trigger condition of the combined attack skill, the terminal device first displays the combined attack skill activated against the third virtual character, and displays the state of the third virtual character according to the combined attack skill, for example, a state of death due to the combined attack skill.

[0088] In actual applications, the third virtual character may be in a fleeing state, in a state in which it has lost its ability to guard (for example, the defensive shield of the third virtual character is broken by the combined attack skill and it loses its ability to guard the second virtual character), or in a state in which it has lost its ability to attack, depending on the combined attack skill.

[0089] In some other embodiments, as described above, when the third virtual character is in a death state in response to at least one attack skill activated by the first virtual character included in the combined attack skill (or when the third virtual character is unable to continue escorting the second virtual character due to fleeing and losing the ability to guard, etc.), the terminal device may further execute the following processes: displaying at least one attack skill activated by the at least one teammate character against the second virtual character, and displaying the state of the second virtual character in response to the at least one attack skill activated by the at least one teammate character.

[0090] As an example, when the third virtual character is in a death state after receiving at least one attack skill activated by the first virtual character included in the combined attack skill (the third virtual character disappears from the virtual scene), at least one teammate character forming a formation alliance with the first virtual character may continue to attack the second virtual character. That is, the terminal device may display at least one attack skill activated by the at least one teammate character against the second virtual character, and may switch to display the state of the second virtual character according to the at least one attack skill activated by the at least one teammate character. For example, the terminal device may display a state in which the second virtual character avoids the attack skill activated by the at least one teammate character, or the second virtual character is in a death state after receiving the attack skill activated by the at least one teammate character.

[0091] In some embodiments, the terminal device may realize a step of displaying a combined attack skill activated against a second virtual character in a second camp when the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill as follows: When the positions of the first virtual character and the multiple teammate characters in the first camp satisfy a trigger condition of the combined attack skill, a combined attack skill is formed between the multiple teammate characters and the first virtual character, with the highest attack power (or at least one teammate character ranked in descending order of attack power), and the combined attack skill activated against the second virtual character by the combined camp is displayed. Here, the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the teammate character with the highest attack power.

[0092] As an example, when there are multiple teammate characters in the virtual scene and the user's selection operation for the multiple teammate characters is not accepted even after the waiting time (for example, 10 seconds) has elapsed, the terminal device may sort the multiple teammate characters in descending order based on the attack power of the teammate characters, form a formation alliance between the first virtual character and one teammate character with the highest attack power or at least one teammate character sorted at the top, and display the combined attack skill activated against the second virtual character based on the formation alliance. In this way, by forming a formation alliance between the first virtual character and the teammate character with the highest attack power to perform a coordinated attack against the second virtual character, the second virtual character can be given the maximum damage, and the progress of the game can be accelerated, so that the calculation resources that the terminal device needs to consume can be reduced.

[0093] In some embodiments, the combined attack skill may be predicted by reading the machine learning model. Here, the machine learning model may be executed locally on the terminal device, for example, the server trains the machine learning model and then sends the trained machine learning model to the terminal device. The machine learning model may be configured on the server, for example, the terminal device collects feature data of the first virtual character, at least one teammate character and the second virtual character, and then uploads the feature data to the server, so that the server calls the machine learning model based on the feature data to determine the corresponding combined attack skill, and returns the determined combined attack skill to the terminal device. In this way, the combined skill can be accurately predicted by the machine learning model, unnecessary duplicate activation of the attack skill can be avoided, and the computing resources of the terminal device can be saved.

[0094] It should be noted that the above-mentioned machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multi-layer perceptron, a support vector machine, etc., but embodiments of the present invention are not limited to a specific type of machine learning model.

[0095] As an example, the terminal device may execute the following process when the positions of the first virtual character and at least one teammate character in the first camp satisfy the trigger condition of the combined attack skill: Acquire feature data corresponding to the first virtual character, at least one teammate character, and the second virtual character, and call a machine learning model to determine the number of times that the attack skills corresponding to the first virtual character and the teammate character included in the combined attack skill are activated and the type of each of the activated attack skills. Here, the feature data includes at least one of the state, skill waiting time (also referred to as cool down (CD) time, which means the waiting time required to use the same skill (or item) continuously), and skill attack strength.

[0096] For example, take the machine learning model as an example to describe a neural network model. Figure 5 is a schematic diagram of the training and application of a neural network model according to an embodiment of the present invention, which relates to two stages of training and application of the neural network model. The specific type of the neural network model is not limited, and may be, for example, a convolutional neural network model, a deep neural network, etc.

[0097] The training stage of the neural network model mainly involves the following parts: (a) collecting training samples, (b) preprocessing the training samples, and (c) training the neural network model using the preprocessed training samples, which will be described below.

[0098] (a) Collecting training samples: In some embodiments of the present invention, a real user may control a first virtual character and a teammate character to form a formation alliance, and activate a combined attack skill against a second virtual character in the second camp, and record basic game information (e.g., whether the formation alliance controlled by the real user wins, the cooldown time of each skill of the first virtual character, the cooldown time of each skill of the teammate character, etc.) in the attack process, real-time information of the scene (e.g., the current state of the first virtual character (e.g., life value, magic value, etc.), the current state of the teammate, and the current state of the second virtual character (e.g., the current life value, magic value, and waiting time of each skill of the second virtual character), etc.), and operation data samples (e.g., the type of each skill activated by the first virtual character, the number of times the skill is activated, etc.) of the real user, and then collect a dataset combining the recorded data as a training sample for the neural network model.

[0099] (b) Preprocessing of training samples: This includes operations such as screening, normalization, and encoding on the collected training samples.

[0100] As an example, screening the valid data includes selecting the types of activated attack skills and the corresponding activation times finally obtained from the collected training samples.

[0101] As an example, the normalization process of the scene information includes normalizing the scene data to [0, 1]. For example, the normalization process may be performed as follows on the cooldown time corresponding to skill 1 possessed by the first virtual character.

[0102] Normalized CD of skill 1 of first virtual character = CD of skill 1 of first virtual character / total CD of skill 1.

[0103] Here, the total CD of skill 1 is the sum of the CD of skill 1 of the first virtual character and the CD of skill 1 of the teammate character.

[0104] As an example, the operation data may be sorted by one-hot encoding. For example, for the operation data [whether the current state value of the first virtual character is greater than the state threshold, whether the current state value of the teammate character is greater than the state threshold, whether the current state value of the second virtual character is greater than the state threshold, ..., whether the first virtual character activates skill 1, whether the teammate character releases skill 1], the bits corresponding to the operations performed by the actual user are set to 1, and the other bits are set to 0. For example, when the current state value of the second virtual character is greater than the state threshold, the data is encoded to be [0,0,1, ...,0,0].

[0105] (c) The preprocessed training samples are used to train a neural network model.

[0106] As an example, the neural network model is trained using the preprocessed training sample. For example, the feature data (including state, skill waiting time, skill attack strength, etc.) of the first virtual character, the teammate character, and the second virtual character may be input, and the number of times the attack skills in the combined attack skill are activated and the type of each activated attack skill may be output. Details are as follows.

[0107] Input: [First virtual character's feature data, teammate's feature data, second virtual character's feature data] Output: [number of times attack skills of the first virtual character are activated, type of each attack skill activated by the first virtual character, number of times attack skills of the teammate character are activated, type of each attack skill activated by the teammate character] FIG. 6 is a schematic diagram of a configuration of a neural network model according to an embodiment of the present invention. As an example, as shown in FIG. 6, the neural network model includes an input layer, an intermediate layer (e.g., including an intermediate layer 1 and an intermediate layer 2), and an output layer. Here, training of the neural network model may be performed in a terminal device according to a back propagation (BP) neural network algorithm. In addition to the BP neural network, other types of neural networks such as a recurrent neural network (RNN) may be adopted.

[0108] 7 is a schematic diagram of a neural network model according to an embodiment of the present invention determining a joint attack skill based on feature data. In some other embodiments, as shown in FIG. 7, the application stage of the neural network model includes the following parts: (a) acquiring scene data in real time during the attack process; (b) performing preprocessing on the scene data; (c) inputting the preprocessed scene data into the trained neural network model to calculate the joint attack skill output by the model; and (d) invoking a corresponding operation interface according to the joint attack skill output by the model, so as to make the first virtual character and the teammate character activate the joint attack skill. The following will describe each of them.

[0109] (a) Real-time acquisition of scene data during the attack process After the first virtual character and the teammate character form a formation alliance, the game program acquires scene data during the attack process, such as characteristic data of the first virtual character, characteristic data of the teammate character, characteristic data of the second virtual character, etc., in real time.

[0110] (b) Preprocessing of scene data In the game program, pre-processing is performed on the scene data. Specifically, this includes normalization of the scene data as well as pre-processing of the training samples.

[0111] (c) Acquire combined attack skills In the game program, the pre-processed scene data is used as input, and the output, i.e., the combined attack skill, is obtained through calculations by the trained neural network model, including the number of times the attack skill corresponding to the first virtual character and the teammate character is activated, the type of the activated attack skill, etc.

[0112] (d) Executing Combined Attack Skills The output of the neural network model is a set of numbers, each of which corresponds to [whether the first virtual character activates skill 1, whether the first virtual character activates skill 2, whether the number of times the first virtual character has activated skill 1 is greater than a count threshold, ..., whether the teammate character activates skill 1]. Depending on the output result, a corresponding operation interface is called up and a game operation corresponding to the item with the maximum value among the outputs is executed.

[0113] In some embodiments, the terminal device may display a combined attack skill activated on a second virtual character in the second camp as follows: if the attack range of the first virtual character is smaller than a range threshold and the attack range of the at least one teammate character is larger than a range threshold, the at least one teammate character is controlled to be at a fixed position relative to the first virtual character during the process of the first virtual character activating at least one attack skill; if the attack ranges of the first virtual character and the at least one teammate character are both larger than the range threshold, the at least one teammate character is controlled to be at a fixed position in the virtual scene during the process of the first virtual character activating at least one attack skill.

[0114] As an example, if the first virtual character is for close-range combat (i.e., the attack range of the first virtual character is smaller than the range threshold, e.g., the first virtual character can only attack other virtual characters within one square) and teammate character B is for long-range combat (i.e., the attack range of teammate character B is larger than the range threshold, e.g., teammate character B can attack other virtual characters within three squares), the terminal device ensures that teammate character B is always in a fixed position relative to the first virtual character, e.g., to the left front of the first virtual character, in the process of displaying that the first virtual character activates at least one attack skill.

[0115] As an example, when the first virtual character and teammate character A are both for long-distance combat, the terminal device displays that the first virtual character activates at least one attack skill, so that teammate character B is always at a fixed position in the virtual scene. For example, even if the first virtual character attacks at a position three or one square away from the second virtual character, the position of teammate character B in the virtual scene does not change accordingly.

[0116] In some embodiments, in a restricted state, the combined attack skill cannot be triggered. For example, when the terminal device determines that any one of the first virtual character and at least one teammate character is in an abnormal state (for example, is dazzled, or is in a sleeping state, or the state value is less than a state threshold), the terminal device displays prompt information on the human-computer interaction interface to the effect that the combined attack skill cannot be activated.

[0117] Step S103: The state of the second virtual character according to the combined attack skill is displayed.

[0118] In some embodiments, when the second virtual character has an evasion skill, the terminal device displays a miss state of the second virtual character according to the combined attack skill.

[0119] In some embodiments, if the second virtual character does not have an evasion skill, the terminal device displays a state in which the second virtual character has died (or has a reduced life value but not reached 0) in response to the combined attack skill.

[0120] 8 is a flowchart of a method for controlling a virtual character according to an embodiment of the present invention. In some embodiments, as shown in FIG. 3, when the second virtual character is in a non-dead state according to the combined attack skill, the terminal device may further execute steps S104 and S105 shown in FIG. 8 after executing step S103. The following description will be given with reference to the steps shown in FIG. 8.

[0121] Step S104: Display at least one attack skill activated by the second virtual character against the first virtual character in the first camp.

[0122] In some embodiments, if the second virtual character is in a non-dead state after receiving the combined attack skill, the second virtual character may perform a counterattack against the first virtual character. That is, after displaying the state of the second virtual character according to the combined attack skill, the terminal device may continue to display at least one attack skill activated by the second virtual character against the first virtual character in the first camp.

[0123] In other words, the second virtual character in the above embodiment may not attack the teammate character when counterattacking, but may only attack the first virtual character. This reduces the complexity of the game and accelerates the progress of the game, thereby reducing the computational resources that the terminal device needs to consume during the game. In actual applications, the second virtual character may attack the teammate character when counterattacking (for example, if the teammate character has a defensive skill, the second virtual character must first defeat the teammate character in order to attack the first virtual character), and the embodiment of the present invention is not limited thereto.

[0124] Step S105: Displaying a state of the first virtual character according to at least one attack skill activated by the second virtual character.

[0125] In some embodiments, when the first virtual character has an evasion skill, the terminal device may display a state in which the first virtual character has missed a hit in response to at least one attack skill activated by the second virtual character, i.e., the second virtual character has not hit the first virtual character with an attack and the life value corresponding to the first virtual character has not changed.

[0126] In a virtual character control method according to an embodiment of the present invention, when a user needs to control a first virtual character to attack a second virtual character in an opposing camp, the terminal device can trigger a combined attack skill based on the positional relationship in the virtual scene between the first virtual character and at least one teammate character in the same camp, thereby simplifying the trigger mechanism of the combined attack skill and reducing the computational resources consumed by the terminal device.

[0127] The following takes a turn-based strategy game as an example to describe an exemplary application of an embodiment of the present invention in one practical application scenario.

[0128] A turn-based strategy game is a role-playing game in which virtual characters are moved from square to square on a map to fight. Since such games are like playing chess, they are also called turn-based chess games, and generally support a synchronous experience on multiple devices, such as a computer and a mobile device. During the game, a user (or player) can control two or more virtual characters belonging to the same camp to form an attack formation and launch a coordinated attack on a target virtual character in the opposing camp.

[0129] However, in the related art, the trigger mechanism of the coordinated attack (corresponding to the above-mentioned combined attack skill) is relatively complicated and difficult to understand, and the client needs to consume a large amount of computing resources of the terminal device in the process of determining the trigger condition of the coordinated attack, so that a time lag is likely to occur when displaying the coordinated attack screen, which affects the user experience. In addition, the coordinated attack may be triggered even while the attacked side is counterattacking, which further increases the complexity of the game.

[0130] In view of this problem, the embodiment of the present invention provides a method for controlling a virtual character, which newly introduces the formation alliance and attack position of users in one round, and triggers the cooperative effect of attacks by multiple people. For example, if a character (corresponding to the above-mentioned first virtual character) that spontaneously initiates an attack and a cooperator (corresponding to the above-mentioned teammate character) are in the same formation and their positions match a predetermined rule, the effect of the cooperative attack may be triggered. In addition, in the process of triggering the cooperative attack, various interaction prompt information (for example, prompt information of a teammate character that can participate in the cooperative attack in the virtual scene), attack expression, and attack effect are introduced. Furthermore, if the attacked person (corresponding to the above-mentioned second virtual character) counterattacks, the cooperative attack is not triggered in order to accelerate the progress of the game.

[0131] The method for controlling a virtual character according to an embodiment of the present invention will now be described in detail.

[0132] FIG. 9 is a schematic diagram of an application scenario of the method for controlling a virtual character according to an embodiment of the present invention. As an example, as shown in FIG. 9, when a user controls a first virtual character 901 shown in FIG. 9 to attack a second virtual character 903 belonging to an enemy camp, a teammate character capable of participating in the coordinated attack may be presented in the virtual scene (for example, a prompt light ring capable of participating in the coordinated attack is displayed at the feet of the teammate character 902 shown in FIG. 9). Here, the first virtual character 901 and the teammate character 902 belong to the same camp, and the second virtual character 903 is within the attack range of both the first virtual character 901 and the teammate character 902, that is, both the first virtual character 901 and the teammate character 902 can attack the second virtual character 903. Also, a prompt box 906 for deciding whether to perform a coordinated attack is displayed in the virtual scene, and a "Cancel" button and a "Confirm" button are displayed in the prompt box 906. When the user's tap operation on "Confirm" displayed in the prompt box 906 is received by the client, the first virtual character 901 and the teammate character 902 are made to form an attack formation (or a formation alliance) so as to perform a coordinated attack in the subsequent attack process.

[0133] 9, attribute information 904 of a first virtual character 901, such as the name, level, attack power, defense power, life value, etc. of the first virtual character 901, and attribute information 905 of a second virtual character 903, such as the name, level, attack power, defense power, life value, etc. of the second virtual character 903, may be displayed in the virtual scene. In this way, by displaying the attribute information of a friendly character (i.e., the first virtual character 901) and the attribute information of an enemy character (i.e., the second virtual character 903) in the virtual scene, the user can easily compare them to adjust the subsequent operation strategy.

[0134] In some embodiments, when multiple teammate characters belonging to the same camp as a first virtual character in a virtual scene simultaneously satisfy a condition for participating in a coordinated attack, the client may select by default the teammate character with the highest attack power (or the highest defense power) to participate in the coordinated attack, and support the user to manually select the teammate character to participate in the coordinated attack. That is, in response to a user's selection operation for multiple teammate characters, the client may determine the character selected by the user as the teammate character that will later perform a coordinated attack with the first virtual character.

[0135] In some other embodiments, if either the first virtual character or the teammate character is in an abnormal state, the combined attack cannot be performed. For example, if the first virtual character is currently in an abnormal state such as dizziness or sleep, the combined attack cannot be performed, i.e., the virtual scene does not display the prompt box 906 shown in FIG.

[0136] FIG. 10 is a schematic diagram of an application scenario of a method for controlling a virtual character according to an embodiment of the present invention. As an example, as shown in FIG. 10, when the "Confirm" button in the prompt box 906 shown in FIG. 9 is tapped by a user, the client responds by transitioning to a screen displaying an attack expression of a joint attack shown in FIG. 10. When a first virtual character 1001 attacks a second virtual character 1003 in an enemy camp, a teammate character 1002 enters into a coordinated battle and attacks the second virtual character 1003 (FIG. 10 shows a screen in which the teammate character 1002 moves to the position of the second virtual character 1003 and attacks). In addition, in the virtual scene, a life value and a state (e.g., anger value, magic value, etc.) 1004 of the first virtual character 1001 and a life value and a state (e.g., anger value, magic value, etc.) 1005 of the second virtual character 1003 may be displayed.

[0137] In some embodiments, when a virtual character with a defensive skill in an opposing camp participates in a battle, the virtual character with the defensive skill is attacked preferentially. For example, when a third virtual character that belongs to the same camp as the second virtual character 1003 shown in FIG. 10 and has a defensive skill participates in a battle, the first virtual character 1001 and the teammate character 1002 shown in FIG. 10 may first attack the third virtual character with the defensive skill that belongs to the opposing camp, and continue to attack the second virtual character 1003 after the third virtual character dies.

[0138] In some other embodiments, if the first virtual character is for close-range combat (i.e., the attack range of the first virtual character is smaller than the range threshold, e.g., the first virtual character can only attack targets within one square) and the teammate character is for long-range combat (i.e., the attack range of the teammate character is larger than the range threshold, e.g., the teammate character can attack targets within three squares), the teammate character is in a fixed position relative to the first virtual character when the client displays the combat representation of the coordinated attack (e.g., the teammate character may be located in a fixed position to the left front of the first virtual character). On the other hand, if the first virtual character and the teammate character are both for long-range combat, the position of the teammate character is fixed when the client displays the combat representation of the coordinated attack, i.e., the teammate character does not move with the movement of the first virtual character.

[0139] 11 is a schematic diagram of an application scenario of the method for controlling a virtual character according to an embodiment of the present invention. As an example, as shown in FIG. 11, after completing an attack on a second virtual character 1103, the teammate character 1102 retreats to a fixed position relative to the first virtual character 1101, for example, to a fixed position in front of the left of the first virtual character 1101. Also, after both the first virtual character 1101 and the teammate character 1102 complete their attacks on the second virtual character 1103, the state of the second virtual character 1103 according to the coordinated attack of the first virtual character 1101 and the teammate character 1102 is displayed, for example, the "death" state shown in FIG. 11. That is, the client determines the attack launched by the first virtual character 1101 and the attack launched by the teammate character 1102 as one complete attack, and even if the second virtual character 1103 is attacked by the first virtual character 1101 and falls into a "death" state, the client still continues to display the attack screen of the teammate character 1102 against the second virtual character 1103. That is, the method for controlling virtual characters according to the embodiment of the present invention adopts an implementation manner in which the client makes a judgment based on local logic when processing game data, and performs a unified asynchronous verification of damage and effect changes caused by the joint attack after one round is completed.

[0140] 11, the virtual scene may display a life value and state (e.g., rage value, magic value, etc.) 1105 of a first virtual character 1101 after an attack, and a remaining life value and state (e.g., rage value, magic value, etc.) 1104 of a second virtual character 1103 after receiving a combined attack from the first virtual character 1101 and a teammate character 1102. For example, if the second virtual character 1103 dies, the corresponding life value becomes zero.

[0141] Next, the rules for triggering a coordinated attack are described.

[0142] As an example, during a game, when a user controls a virtual character (i.e., the first virtual character described above) to attack a target character (i.e., the second virtual character in the opposing camp described above) in a virtual scene, the client may select teammate characters that can participate in the coordinated attack in the virtual scene based on the position and camp information of the virtual character controlled by the user. Figure 12 is a schematic diagram of a rule for triggering a coordinated attack according to an embodiment of the present invention. For example, as shown in FIG. 12, the client may determine positions in the virtual scene where participation in a coordinated attack is possible (e.g., positions where "Coordinated attack possible" 1203 shown in FIG. 12 is located) based on the position of the virtual character controlled by the user (e.g., the position where "Spontaneously performs general attack" 1201 shown in FIG. 12 is located) and the position of the attackee (corresponding to the second virtual character described above) (e.g., the position where "Target" 1203 shown in FIG. 12 is located), and may display prompt information on the bodies of characters that are in these positions (i.e., multiple "Coordinated attack possible" 1203 shown in FIG. 12) and belong to the same camp as the virtual character controlled by the user, to inform the user that they can participate in a coordinated attack.

[0143] Next, the attack order of virtual characters in different camps will be described.

[0144] As an example, the battle time axis of the virtual character control method according to the embodiment of the present invention may be that the battle initiator (corresponding to the above-mentioned first virtual character) attacks first, the cooperator (corresponding to the above-mentioned teammate character) continues to attack, and the attacked (corresponding to the above-mentioned second virtual character) counterattacks. FIG. 13 is a schematic diagram of the design of the attack sequence according to the embodiment of the present invention. For example, as shown in FIG. 13, when the client displays the screen of the joint attack, it first displays the attack video of the A side (corresponding to the above-mentioned first virtual character), the attacked video of the B side (corresponding to the above-mentioned second virtual character), and the position return video of the A side, which completes the attack of the A side. Next, the client displays the cooperation joining video of the C side (corresponding to the above-mentioned teammate character), the cooperation attack video of the C side, the attacked video of the B side, and the cooperation leaving video of the C side, which completes the attack of the C side. Next, the client displays the counterattack video of the B side, the attacked video of the A side, and the position return video of the B side, which completes the counterattack of the B side.

[0145] In some other embodiments, when the attacked party (corresponding to the above-mentioned second virtual character) has a preemptive attack skill, i.e., when the counterattack skill is activated first, the timeline of the battle may be adjusted so that the attacked party counterattacks, the battle initiator (corresponding to the above-mentioned first virtual character) attacks, and the cooperator (corresponding to the above-mentioned teammate character) continues to attack.

[0146] In addition, the attack of the combat initiator and the attack of the allied party are expressed as one complete attack, that is, even if the life value of the attacked party becomes empty (death state) after the combat initiator attacks, the client continues to display the attack screen of the allied party against the attacked party. In other words, the attack screens of the combat initiator and the allied party against the attacked party are displayed in sequence, and then the death state of the attacked party is displayed.

[0147] The following describes the camera design process when the client displays the combat representation of a combined attack.

[0148] FIG. 14 is a schematic diagram of a camera design in the process of a coordinated attack according to an embodiment of the present invention. As an example, as shown in FIG. 14, in the camera control during the activation of a coordinated skill, the client automatically adapts according to the position of the current attacking unit, for example, the combat initiator 1401 (corresponding to the above-mentioned first virtual character) or the cooperator 1402 (corresponding to the above-mentioned teammate character) shown in FIG. 14, and the dynamic Lookat (Lookat means the camera focus direction, i.e., which point the camera 1403 is looking at) focus position. For example, when the combat initiator 1401 attacks, the camera 1403 may look at the position between the combat initiator 1401 and the attacked person (corresponding to the above-mentioned second virtual character), while when the cooperator 1402 switches to attack, the camera 1403 may look at the position between the cooperator 1402 and the attacked person (not shown), and when the cooperator 1402 completes the attack, the camera 1403 may look at the position between the combat initiator 1401 and the attacked person again. Also, when the combat initiator 1401 or the cooperator 1402 moves, for example, when the combat initiator 1401 moves to the location of the attackee to perform an attack, the camera 1403 may move accordingly to show dynamic effects of zooming in and out in response to the forward and backward movement of the combat initiator 1401. Furthermore, the camera 1403 may show a vibration effect in response to the forward / backward or left / right movement of the combat initiator 1401 or the cooperator 1402.

[0149] The following continues to describe an exemplary configuration in which the virtual character control device 455 according to an embodiment of the present invention is implemented as a software module. In some embodiments, as shown in FIG. 2, the virtual character control device 455 stored in the memory 450 may include the following software modules:

[0150] The display module 4551 displays a virtual scene including a first camp and a second camp competing against each other. In addition, when the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, the display module 4551 displays a combined attack skill activated against a second virtual character in the second camp, and displays a state of the second virtual character according to the combined attack skill. Here, the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by at least one teammate character.

[0151] In some embodiments, the trigger conditions for the combined attack skill include at least one of: the position of the second virtual character in the virtual scene being within the attack range of the first virtual character and within the attack range of at least one teammate character; and the orientation of the first virtual character relative to the at least one teammate character being a predetermined orientation or within a predetermined orientation range.

[0152] In some embodiments, the display module 4551 displays a combined attack skill activated on a second virtual character in a second camp when the positions of the first virtual character and at least one teammate character in the first camp meet a trigger condition of the combined attack skill and the character types of the first virtual character and at least one teammate character match a predetermined camp combination.

[0153] In some embodiments, the predetermined lineup combination includes at least one of: a level of the first virtual character being equal to or lower than a level of the at least one teammate character; attributes of the first virtual character and attributes of the at least one teammate character being the same as or compatible with each other; and skills of the first virtual character and skills of the at least one teammate character being the same as or compatible with each other.

[0154] In some embodiments, if the second virtual character has a first attack skill, the display module 4551 displays at least one attack skill activated by the second virtual character against the first virtual character before displaying a combined attack skill activated against the second virtual character in the second camp, and displays the state of the first virtual character in response to the at least one attack skill activated by the second virtual character.

[0155] In some embodiments, if the at least one teammate character has a defensive skill, the display module 4551 displays at least one attack skill cast by the second virtual character against the at least one teammate character before displaying the at least one attack skill cast by the second virtual character against the first virtual character, and displays a state of the at least one teammate character in response to the at least one attack skill cast by the second virtual character.

[0156] In some embodiments, if a third virtual character having a defensive skill is present in the second camp, the display module 4551 displays the combined attack skill activated on the third virtual character before displaying the combined attack skill activated on the second virtual character, and displays the state of the third virtual character according to the combined attack skill.

[0157] In some embodiments, when a third virtual character is in a death state in response to at least one attack skill activated by a first virtual character included in a combined attack skill, the display module 4551 displays at least one attack skill activated by the at least one teammate character against the second virtual character, and displays the state of the second virtual character in response to the at least one attack skill activated by the at least one teammate character.

[0158] In some embodiments, the display module 4551 displays a prompt identifier corresponding to at least one teammate character for at least one teammate character that satisfies a trigger condition of the combined attack skill in the virtual scene before displaying the combined attack skill activated on the second virtual character in the second camp. Here, the prompt identifier is used to indicate that the at least one teammate character can form a combined team with the first virtual character. Also, the display module 4551 displays the combined attack skill activated on the second virtual character in the second camp in response to a selection operation on the at least one teammate character. Here, the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the selected teammate character.

[0159] In some embodiments, when the positions of the first virtual character and the multiple teammate characters in the first camp satisfy a trigger condition of a combined attack skill, the display module 4551 causes a teammate character with the highest attack power among the multiple teammate characters and the first virtual character to form a camp alliance, and displays a combined attack skill activated against the second virtual character by the camp alliance, where the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the teammate character with the highest attack power.

[0160] In some embodiments, the display module 4551 controls the at least one teammate character to be at a fixed position relative to the first virtual character during the process of the first virtual character activating at least one attack skill when the attack range of the first virtual character is smaller than the range threshold and the attack range of the at least one teammate character is larger than the range threshold, and controls the at least one teammate character to be at a fixed position in the virtual scene during the process of the first virtual character activating at least one attack skill when the attack ranges of the first virtual character and the at least one teammate character are both larger than the range threshold.

[0161] In some embodiments, the display module 4551 displays at least one attack skill activated by the second virtual character against the first virtual character in the first camp when the second virtual character is in a non-dead state in response to the combined attack skill, displays a state of the first virtual character in response to the at least one attack skill activated by the second virtual character, and displays prompt information indicating that the combined attack skill cannot be activated when any virtual character among the first virtual character and the at least one teammate character is in an abnormal state.

[0162] In some embodiments, the combined attack skill is predicted by invoking a machine learning model. The virtual character control device 455 further includes the following modules: The acquisition module 4552 acquires feature data of the first virtual character, at least one teammate character, and the second virtual character. The invocation module 4553 invokes the machine learning model based on the feature data to determine the number of times the attack skills included in the combined attack skill are activated and the type of each of the activated attack skills. Here, the feature data includes at least one of a state, a skill waiting time, and a skill attack strength.

[0163] The description of the device of the embodiment of the present invention is similar to that of the above-mentioned method embodiment, and has the same effects as the method embodiment, so the description thereof will be omitted here. The undescribed technical details of the control device for a virtual character according to the embodiment of the present invention can be understood from the description of either of the drawings in FIG. 3 or FIG.

[0164] An embodiment of the present invention further provides a computer program product or computer program comprising computer instructions, the computer instructions being stored in a computer readable storage medium, the computer program product or computer program comprising computer instructions, the computer instructions being stored in a computer readable storage medium, the processor of a computing device reading and executing the computer instructions from the computer readable storage medium, thereby performing the above-mentioned method for controlling a virtual character according to an embodiment of the present invention.

[0165] An embodiment of the present invention further provides a computer-readable storage medium having executable instructions stored thereon, which, when executed by a processor, perform a method for controlling a virtual character according to an embodiment of the present invention, such as the method for controlling a virtual character shown in FIG.

[0166] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.

[0167] In some embodiments, the executable instructions may be created in any type of programming language (including compiled or interpreted languages, or declarative or procedural languages) in the form of a program, software, software module, script, or code, and may be implemented in any form, for example as a stand-alone program, or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0168] As an example, the executable instructions may correspond to a file in a file system or may be stored as part of a file for holding other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program being referenced, or in multiple cooperating files (e.g., files for storing one or more modules, subprograms, or code sections).

[0169] As an example, the executable instructions may be implemented and executed on one computing device, may be executed on multiple computing devices located at one site, or may be executed on multiple computing devices distributed at multiple sites and interconnected via a communications network.

[0170] As described above, in an embodiment of the present invention, when a user needs to control a first virtual character to attack a second virtual character in an opposing camp, the terminal device can trigger the activation of a combined attack skill based on the positional relationship in the virtual scene of the first virtual character and at least one teammate character in the same camp, thereby simplifying the trigger mechanism of the combined attack skill and reducing the computational resources consumed by the terminal device.

[0171] The above only describes the exemplary embodiments of the present invention, and does not limit the present invention. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present invention are included within the protection scope of the present invention.

Claims

1. 1. A method for controlling a virtual character in a turn-based strategy game, executed by an electronic device, comprising: displaying a virtual scene including a first faction and a second faction pitted against each other; When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, displaying a combined attack skill activated against a second virtual character in the second camp; displaying a state of the second virtual character according to the combined attack skill; and when the second virtual character is not dead in response to the combined attack skill in the same round as the combined attack skill is activated, displaying at least one attack skill activated by the second virtual character against the first virtual character in the first camp, and displaying a state of the first virtual character in response to the at least one attack skill activated by the second virtual character; the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the at least one teammate character; When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, the step of displaying the combined attack skill activated on the second virtual character in the second camp includes: when the positions of the first virtual character and the plurality of teammate characters in the first camp satisfy a trigger condition of a combined attack skill, forming a combined camp with the teammate character having the highest attack power among the plurality of teammate characters and the first virtual character, and displaying a combined attack skill activated against the second virtual character by the combined camp; The method, wherein the combined attack skills include at least one attack skill activated by the first virtual character and at least one attack skill activated by the teammate character with the highest attack power.

2. The trigger condition for the combined attack skill is: a position of the second virtual character in the virtual scene within an attack range of the first virtual character and within an attack range of the at least one teammate character; and The method of claim 1 , further comprising at least one of: an orientation of the first virtual character relative to the at least one teammate character being a predetermined orientation or being within a predetermined orientation range.

3. When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, the step of displaying the combined attack skill activated on the second virtual character in the second camp includes: The method according to claim 1 or 2, further comprising a step of displaying a combined attack skill activated against a second virtual character in the second camp when the positions of a first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill and the character types of the first virtual character and the at least one teammate character match a predetermined camp combination.

4. The predetermined lineup is: the level of the first virtual character is equal to or lower than the level of the at least one teammate character; Attributes of the first virtual character and attributes of the at least one teammate character are the same or compatible with each other; and The method of claim 3 , further comprising at least one of: a skill of the first virtual character and a skill of the at least one teammate character being identical or compatible with one another.

5. If the second virtual character has a preemptive attack skill, before displaying a combined attack skill activated against the second virtual character in the second camp, displaying at least one attack skill exercised by the second virtual character against the first virtual character; The method of claim 1 , further comprising the step of: displaying a state of the first virtual character in response to at least one attack skill activated by the second virtual character.

6. if the at least one teammate character has a defensive skill, before displaying at least one offensive skill activated by the second virtual character against the first virtual character, displaying at least one attack skill activated by the second virtual character against the at least one teammate character; The method of claim 5 , further comprising: displaying a state of the at least one teammate character in response to at least one attack skill activated by the second virtual character.

7. If a third virtual character having a defense skill is present in the second camp, before displaying a combined attack skill activated against the second virtual character, The method according to claim 1 , further comprising the steps of: displaying a combined attack skill activated against the third virtual character; and displaying a state of the third virtual character according to the combined attack skill.

8. When the third virtual character is in a death state in response to at least one attack skill activated by the first virtual character included in the combined attack skill, displaying at least one attack skill activated by the at least one teammate character against the second virtual character; The method of claim 7 , further comprising: displaying a state of the second virtual character in response to at least one offensive skill activated by the at least one teammate character.

9. before displaying a combined attack skill activated against a second virtual character in the second camp; For at least one teammate character that satisfies a trigger condition of the coalition attack skill in the virtual scene, displaying a prompt identifier corresponding to the at least one teammate character, the prompt identifier being used to indicate that the at least one teammate character can form a force coalition with the first virtual character; and displaying a combined attack skill activated on a second virtual character in a second camp in response to a selection operation on the at least one teammate character, The method of claim 1 , wherein the combined attack skills include at least one attack skill activated by the first virtual character and at least one attack skill activated by a selected teammate character.

10. The step of displaying a combined attack skill activated against a second virtual character in the second camp includes: When the attack range of the first virtual character is smaller than a range threshold and the attack range of the at least one teammate character is larger than the range threshold, controlling the at least one teammate character to be at a fixed position relative to the first virtual character during a process in which the first virtual character activates at least one attack skill; A method according to any one of claims 1 to 9, further comprising: when the attack ranges of the first virtual character and the at least one teammate character are both greater than a range threshold, controlling the at least one teammate character to be at a fixed position in the virtual scene during the process of the first virtual character activating at least one attack skill.

11. The method according to any one of claims 1 to 10, further comprising: displaying prompt information indicating that a combined attack skill cannot be activated when any one of the first virtual character and the at least one teammate character is in an abnormal state.

12. The combined attack skill is predicted by invoking a machine learning model; If the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of a combined attack skill, the method includes: The method further includes a step of acquiring feature data of the first virtual character, the at least one teammate character, and the second virtual character, and invoking a machine learning model based on the feature data to determine the number of times that the attack skills included in the combined attack skill are activated and the type of each of the attack skills to be activated; The method of claim 1 , wherein the characteristic data includes at least one of a state, a skill latency, and a skill attack strength.

13. 1. A control device for a virtual character in a turn-based strategy game, comprising: a display module for displaying a virtual scene including a first faction and a second faction pitted against each other; The display module includes: When the positions of the first virtual character and at least one teammate character in the first camp satisfy a trigger condition of the combined attack skill, displaying a combined attack skill activated against a second virtual character in the second camp; displaying a state of the second virtual character according to the combined attack skill; When the second virtual character is not dead in response to the combined attack skill in the same round as the activation of the combined attack skill, display at least one attack skill activated by the second virtual character against the first virtual character in the first camp, and display the state of the first virtual character in response to the at least one attack skill activated by the second virtual character; the combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the at least one teammate character; The display module, when displaying the combined attack skill, When the positions of the first virtual character and the plurality of teammate characters in the first camp satisfy a trigger condition of a combined attack skill, a combined camp is formed between the teammate character having the highest attack power among the plurality of teammate characters and the first virtual character, and a combined attack skill activated against the second virtual character by the combined camp is displayed; The combined attack skill includes at least one attack skill activated by the first virtual character and at least one attack skill activated by the teammate character with the highest attack power.

14. A memory having executable instructions stored therein; and a processor which, when executing executable instructions stored in the memory, implements the method of controlling a virtual character according to any one of claims 1 to 12.

15. A computer-readable storage medium having executable instructions stored thereon, A storage medium, the instructions, when executed by a processor, implementing a method for controlling a virtual character according to any one of claims 1 to 12.

16. A computer program or computer program comprising instructions, A computer program or instructions which, when executed by a processor, implements the method for controlling a virtual character according to any one of claims 1 to 12.

Citation Information

Patent Citations

  • Clutch shift valve

    JP1986065919A

  • Game program and computer readable record medium having the same recorded and game apparatus

    JP2004237071A

  • Game program, computer-readable recording medium recording the game program and game device

    JP2005006984A

  • Game device, game advancing method, program, and recording medium

    JP2008142352A

  • Game program, recording medium, and computer

    JP2010155055A