Character interaction control method, device, computer equipment, and storage medium

By classifying virtual characters into sets based on attributes and managing attacks, the method addresses the complexity of multiple attackers in games, enhancing the viewing experience and operational efficiency.

JP7609356B2Active Publication Date: 2025-01-07BEIJING ZITIAO NETWORK TECH CO LTD

Patent Information

Application Number
JP2023542654
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-01-22
Filing Date
2021-12-16
Publication Date
2025-01-07
Estimated Expiration
2041-12-16

AI Technical Summary

Technical Problem

In interactive applications like massive multiplayer online games, multiple virtual characters attacking a single character can lead to complex screen content, affecting the viewing experience and operational efficiency of players due to confusion and increased energy consumption.

Method used

A method and device for character interaction control that classifies multiple attacking virtual characters into sets based on attributes like type, attack frequency, and movement speed, identifying a target character to attack within a defined interaction period, thereby managing attacks in an orderly manner.

Benefits of technology

This approach limits the number of simultaneous attacks, maintains concise screen content, enhances the viewing experience, and reduces player energy consumption, improving operational judgment and gameplay efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a character interaction control method, apparatus, computer equipment, and storage medium. [Solution] The method includes: in response to a trigger event of an attack by a plurality of first virtual characters on a second virtual character, collectively classifying the plurality of first virtual characters to obtain a plurality of character sets, where the character sets include at least 22 first virtual characters; for each character set in the plurality of character sets, identifying a target first virtual character in the character set that satisfies a condition for starting an interaction action within a target interaction period; and controlling the identified target first virtual character to attack the second virtual character. The above method can effectively limit the number of first virtual characters that simultaneously attack the second virtual character, make the screen content simple and orderly, effectively improve the feel of the game content, and effectively reduce the user's energy consumption for the game content, which is advantageous in providing the user with an effective judgment of the scene and a good operating environment. [Representative diagram] Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to the field of computer technology, and in particular to a character interaction control method, device, computer equipment, and storage medium.

[0002] CROSS-REFERENCE TO RELATED APPLICATIONS This application is filed based on and claims priority to a Chinese patent application bearing application number 202110084922.5, filed on January 22, 2021, and entitled "CHARACTER INTERACTION CONTROL METHOD, APPARATUS, COMPUTER DEVICE, AND STORAGE MEDIUM," the entire contents of which are incorporated herein by reference. [Background technology]

[0003] In the usage scenario of the interaction class application, the equipment needs to control the display of the interface content. In particular, for the application that adds virtual characters to enrich the interaction content, for example, a game application usually sets some system virtual characters to interact with the virtual characters controlled by the player, so as to improve the interactivity and gameability of the game application. Taking Massive Multiplayer Online (MMO) as an example, in the game application, the system virtual characters are controlled by a server, and the server often sets fixed attribute information for the system virtual characters to interact with the virtual characters controlled by the player, and realizes the behavior of the system virtual characters.

[0004] During the game process, multiple virtual characters (NPCs, monsters, etc.) often attack one virtual character (for example, the character controlled by the user) at the same time. For example, the virtual character controlled by the player will provoke the hatred of multiple monsters and be surrounded and attacked by multiple monsters. If there are too many attacking virtual characters, the screen content will become chaotic and the scene content will become complicated, which will not only affect the view of the game content, but will also consume more energy and other factors of the player to deal with the complex scene, which is likely to affect the user's operation judgment and operability. Summary of the Invention

[0005] The present disclosure aims to provide at least one character interaction control method, device, computer equipment, and storage medium.

[0006] In a first aspect, an embodiment of the present disclosure provides a character interaction control method, the method comprising: In response to an attack trigger event by a plurality of first virtual characters against a second virtual character, collectively classifying the plurality of first virtual characters to obtain a set of a plurality of characters including the first virtual character; For each character set in the plurality of character sets, identifying a target first virtual character that satisfies a condition for initiating an interaction action in the character set within the target interaction period; Controlling the identified target first virtual character to attack the second virtual character; Includes.

[0007] In one possible embodiment, collectively segmenting the plurality of first virtual characters to obtain a plurality of character sets includes: Identifying attribute information of each of the plurality of first virtual characters; collectively classifying the first virtual characters based on attribute information of each of the first virtual characters to obtain a plurality of character sets; Including, The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0008] In one possible embodiment, for each character set in the plurality of character sets, identifying a target first virtual character that satisfies a condition for starting an interaction action among the character set within the target interaction period includes: determining, for each character set in the plurality of character sets, a total weight for each first virtual character in the character set that can act within a target interaction period; Identifying a target first virtual character that satisfies a condition for starting an interaction action among the set of characters within the target interaction period based on a total weight of each first virtual character; Includes.

[0009] In one possible embodiment, determining a total weight for each first virtual character in the character set to act within the target interaction period includes: obtaining a total weight of each first virtual character in the character set and a weight gain of each first virtual character at the end of an interaction period immediately before the current interaction period, the target interaction period being regarded as a current interaction period; determining an overall weight for each first virtual character in the current interaction period based on the overall weight for each first virtual character and the weight gain for each first virtual character; determining a total weight of each first virtual character in the current interaction period as a total weight of each first virtual character in the target interaction period; Includes.

[0010] In one possible embodiment, determining a total weight for each first virtual character in the character set to act within an interaction period of the target includes: When the target interaction period is a first interaction period, assigning an initial weight to each first virtual character based on attribute information of each first virtual character in the character set; An initial weight of each first virtual character is set to a total weight of each first virtual character in the target interaction period; Including, The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0011] In one possible embodiment, after identifying a target first virtual character that satisfies a condition for starting an interaction action in a character set within the target interaction period, the method further includes: After at least one first virtual character finishes attacking the second virtual character, a total weight of each first virtual character in the at least one first virtual character is calculated by dividing the total weight by an initial weight and a predetermined fixed weight. Predefined weight and resetting to Each of the at least one first virtual characters The above determining a predetermined weight as a total weight of each first virtual character among the at least one first virtual character at the end of the target interaction period; Includes.

[0012] In one possible embodiment, the step of identifying a target first virtual character that satisfies a condition for starting an interaction action among the character set within the target interaction period based on the overall weight of each first virtual character includes: ranking first virtual characters in the set of characters in order from highest to lowest overall weight; determining a top predetermined number of first virtual characters in the character set as target first virtual characters that satisfy a condition for starting an interaction action; Includes.

[0013] In one possible embodiment, the step of identifying a target first virtual character that satisfies a condition for starting an interaction action among the character set within the target interaction period based on the overall weight of each first virtual character includes: identifying a first virtual character in the set of characters whose overall weight exceeds a predetermined weight threshold; determining a first virtual character whose corresponding total weight exceeds a predetermined weight threshold as a target first virtual character that satisfies a condition for starting an interaction action; Includes.

[0014] In one possible embodiment, controlling the identified target first virtual character to attack the second virtual character includes: Placing a participation marker on each of the identified target first virtual characters; Controlling the target first virtual character on which the participation marker is placed to attack the second virtual character; Includes.

[0015] In one possible embodiment, after controlling the identified target first virtual character to attack the second virtual character, the method further comprises: When it is determined that any of the target first virtual characters on which the participation marker is placed satisfies a participation marker recovery condition, recovering the participation marker of the target first virtual character that satisfies the participation marker recovery condition.

[0016] In one possible embodiment, the method further comprises: determining that the target first virtual character on which the participation marker is placed satisfies the participation marker recovery condition; For each of the first target virtual characters on which the participation marker is placed, when the first target virtual character dies, it is determined that the dead first target virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the target first virtual character is blown away or knocked down, it is determined that the blown away or knocked down target first virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the attack mission of the target first virtual character is completed, it is determined that the target first virtual character whose attack mission has been completed satisfies the participation marker recovery condition.

[0017] In a second aspect, an embodiment of the present disclosure provides a character interaction control device, the device comprising: a group classification module, in response to a triggering event of an attack by a plurality of first virtual characters on a second virtual character, for collectively classifying the plurality of first virtual characters to obtain a plurality of character groups, each character group including at least two first virtual characters; A target identification module is configured to identify, for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period; and an attack execution module that controls the identified target first virtual character to attack the second virtual character.

[0018] In one possible embodiment, when the group segmentation module is used for collectively segmenting the plurality of first virtual characters to obtain a plurality of character groups, specifically, Identifying attribute information of each of the plurality of first virtual characters; collectively classifying the first virtual characters based on attribute information of each of the first virtual characters to obtain a plurality of character sets; Used in The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0019] In one possible embodiment, the target identification module is used for identifying, for each character group in the plurality of character groups, a target first virtual character that satisfies a condition for starting an interaction action in the character group within the interaction period of the target, specifically: determining, for each character set in the plurality of character sets, a total weight for each first virtual character in the character set that can act within a target interaction period; Identifying a target first virtual character that satisfies a condition for starting an interaction action among the set of characters within the target interaction period based on a total weight of each first virtual character; It is used in.

[0020] In one possible embodiment, when the target identification module is used to determine a total weight of an action that each first virtual character in the character set can take within an interaction period of the target, the target identification module may specifically include: The target interaction period is set as a current interaction period, and a total weight of each first virtual character in the character set and a weight gain of each first virtual character are obtained at the end of an interaction period immediately before the current interaction period; determining an overall weight for each first virtual character in the current interaction period based on the overall weight for each first virtual character and the weight gain for each first virtual character; determining a total weight of each first virtual character in the current interaction period as a total weight of each first virtual character in the target interaction period; It is used in.

[0021] In one possible embodiment, when the target identification module is used to determine the total weight of the action of each first virtual character in the character set within the interaction period of the target, the target identification module may specifically include: When the target interaction period is a first interaction period, assigning an initial weight to each first virtual character based on attribute information of each first virtual character in the character set; An initial weight of each first virtual character is set to a total weight of each first virtual character in the target interaction period; Used in The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0022] In one possible embodiment, the target identification module further comprises: After at least one first virtual character finishes attacking the second virtual character, a total weight of each first virtual character among the at least one first virtual character is calculated based on the total weight including an initial weight and a predetermined fixed weight. Predefined weight and resetting to Each of the at least one first virtual characters The above determining a predetermined weight as a total weight of each of the at least one first virtual characters at the end of the target interaction period; It is used in.

[0023] In one possible embodiment, when the target identification module is used to identify a target first virtual character that satisfies a condition for starting an interaction action in a character set within the interaction period of the target based on the overall weight of each first virtual character, specifically, ranking first virtual characters in the set of characters in order from highest to lowest overall weight; determining a top predetermined number of first virtual characters in the character set as target first virtual characters that satisfy a condition for starting an interaction action; It is used in.

[0024] In one possible embodiment, when the target identification module is used to identify a target first virtual character that satisfies a condition for starting an interaction action in a character set within the interaction period of the target based on the overall weight of each first virtual character, specifically, identifying a first virtual character in the set of characters whose overall weight exceeds a predetermined weight threshold; determining a first virtual character whose corresponding total weight exceeds a predetermined weight threshold as a target first virtual character that satisfies a condition for starting an interaction action; It is used in.

[0025] In one possible embodiment, when the attack execution module is used to control the identified target first virtual character to attack the second virtual character, specifically, Placing a participation marker on each of the identified target first virtual characters; Controlling the target first virtual character on which the participation marker is placed to attack the second virtual character; It is used in.

[0026] In one possible embodiment, the device further includes a marker collecting module, which is used to collect the participation marker of the target first virtual character that satisfies the participation marker collecting condition when it is determined that any of the target first virtual characters on which the participation marker is placed satisfies the participation marker collecting condition.

[0027] In one possible embodiment, the marker recovery module determines that the target first virtual character on which the participation marker is placed satisfies the participation marker recovery condition; For each of the first target virtual characters on which the participation marker is placed, when the first target virtual character dies, it is determined that the dead first target virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the target first virtual character is blown away or knocked down, it is determined that the blown away or knocked down target first virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the attack mission of the target first virtual character is completed, it is determined that the target first virtual character whose attack mission has been completed satisfies the participation marker recovery condition.

[0028] In a third aspect, an embodiment of the present disclosure provides a computing device, the computing device comprising a processor, a memory, and a bus, the memory storing machine readable instructions executable by the processor, the memory communicating between the processor and the memory via the bus when the computing device is operating, the machine readable instructions, when executed by the processor, perform steps of the character interaction control method of the first aspect above, or any of the first aspects.

[0029] In a fourth aspect, an embodiment of the present disclosure provides a computer readable storage medium having a computer program stored thereon, the computer program being operable, when executed by a processor, to perform the steps of the character interaction control method of the first aspect or any of the possible aspects of the first aspect.

[0030] The character interaction control method, device, computer equipment, and storage medium provided in the embodiments of the present disclosure include: responding to an attack trigger event of a plurality of first virtual characters to a second virtual character, collectively classifying the plurality of first virtual characters to obtain a plurality of character sets, where the character sets include at least 22 first virtual characters; identifying, for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period; and controlling the identified target first virtual character to attack the second virtual character.

[0031] In this way, by managing the attack authority of the first virtual characters in each character set against the second virtual characters in each character set, a first virtual character that can attack within a target interaction period is identified from the character set according to a preset interaction operation condition for each character set, allowing a plurality of first virtual characters to attack the second virtual character in an orderly manner, and at the same time effectively restricting the number of first virtual characters that attack the second virtual character, making the screen content simple and orderly, and effectively improving the feel of the game content, which also effectively reduces the user's energy consumption for the game content, and is advantageous in providing the user with an effective judgment of the situation and a good operating environment.

[0032] In order to make the above and other objects, features and advantages of the present disclosure more apparent and easier to understand, preferred embodiments are specifically described below with reference to the drawings. [Brief description of the drawings]

[0033] In order to more clearly explain the technical solutions according to the embodiments of the present disclosure, the following will briefly describe the drawings that need to be used in the embodiments, in which the drawings are incorporated in the specification and form a part of this specification. The following drawings show embodiments according to the present disclosure, and are used together with the specification to explain the technical solutions according to the present disclosure. The following drawings only show some embodiments of the present disclosure, and should not be considered as limiting the scope. It should be understood that those skilled in the art can obtain other related drawings based on these drawings without paying creative labor. [Figure 1] FIG. 1 is a flowchart of a character interaction control method according to an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a flowchart of another character interaction control method according to an embodiment of the present disclosure. [Diagram 3] FIG. 3 is a first schematic diagram of a character interaction control device according to an embodiment of the present disclosure. [Figure 4] FIG. 4 is a second schematic diagram of a character interaction control device according to an embodiment of the present disclosure. [Diagram 5] FIG. 5 is a configuration diagram of a computer device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0034] In order to make the objectives, technical solutions and advantages of the disclosed embodiments more clear, the technical solutions according to the disclosed embodiments are described below in a clear and complete manner in accordance with the drawings in the disclosed embodiments. Obviously, the described embodiments are only some of the disclosed embodiments, but not all of the disclosed embodiments. Usually, the components of the disclosed embodiments described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the detailed description of the disclosed embodiments provided in the drawings below is not intended to limit the scope of the disclosed embodiments sought to be protected, but only to show selected embodiments of the disclosed embodiments. Based on the disclosed embodiments, all other embodiments obtained by those skilled in the art without paying creative labor are within the scope of the disclosed embodiments.

[0035] It should be noted that like symbols and letters indicate like items in successive figures, so that once an item is defined in a figure, it does not need to be further defined and interpreted in the subsequent figures.

[0036] The term "and / or" in the text only describes a relational relationship and indicates that three kinds of relations can exist. For example, A and / or B can indicate three situations: A simply exists, A and B exist simultaneously, and B simply exists. In addition, the term "at least one" in the text can mean any one of a plurality of kinds or any combination of at least two of a plurality of kinds. For example, including at least one of A, B, and C can indicate the selection of any one or more elements from the set consisting of A, B, and C.

[0037] As a result of the research, it is found that in the usage scenarios of interaction class applications, the equipment needs to control the display of interface contents. In particular, for applications that add virtual characters to enrich the interaction contents, for example, game applications usually set some system virtual characters to interact with the virtual characters controlled by the players, thereby improving the interactivity and gameability of the game applications. Taking Massive Multiplayer Online (MMO) games as an example, in game applications, the system virtual characters are controlled by the server, and the server generally sets fixed attribute information for the system virtual characters to realize the behavior of the system virtual characters in order to interact with the virtual characters controlled by the players.

[0038] During the game process, multiple virtual characters (NPCs, monsters, etc.) often attack one virtual character (for example, the character controlled by the user) at the same time. For example, the virtual character controlled by the player may provoke the hatred of multiple monsters and be surrounded and attacked by multiple monsters. If there are too many attacking virtual characters, the screen content will become chaotic and the scene content will become complicated, which will not only affect the viewing experience of the game content, but will also consume more energy and other factors of the player to deal with the complex scene, which is likely to affect the user's operation judgment and operability.

[0039] Based on the above research, the present disclosure puts forward a character interaction control method. In response to an attack trigger event by a plurality of first virtual characters to a second virtual character, the plurality of first virtual characters are collectively divided to obtain a plurality of character sets, where the character sets include at least 22 first virtual characters. For each character set in the plurality of character sets, a target first virtual character is identified in the character set within a target interaction period, the target first virtual character satisfies a condition for starting an interaction action. The identified target first virtual character is controlled to attack the second virtual character.

[0040] In this way, the attack authority of the first virtual characters in each character set against the second virtual characters is managed by the unit of the character set, and the first virtual characters that can attack within the target interaction period are identified from the character set according to the interaction operation conditions set in advance for each character set, so that the first virtual characters can attack the second virtual characters in an orderly manner. At the same time, the number of first virtual characters that attack the second virtual characters can be effectively limited, the screen content can be made simple and orderly, and the feel of the game content can be effectively improved. In addition, the user's energy consumption for the game content can be effectively reduced, which is advantageous in providing the user with an effective judgment of the scene and a good operating environment.

[0041] The above solutions are the result of the inventors' practice and thorough research into the existing shortcomings. The process of discovering the above problems and the solutions proposed in the following disclosure for the above problems are all contributions made by the inventors to this disclosure during the course of this disclosure.

[0042] In order to easily understand the present embodiment, the character interaction control method disclosed in the embodiment of the present disclosure will be described in detail first. The execution body of the character interaction control method provided in the embodiment of the present disclosure is generally a computer device having a certain computing power, such as a terminal device, or a server, or other processing device, and the terminal device may be a user equipment (UE), a mobile device, a user terminal device, a terminal device, a mobile phone, a cordless phone, a personal digital assistant (PDA), a handheld device, a computing device, an in-vehicle device, a wearable device, etc. In some possible implementation manners, the character interaction control method can be realized by a processor calling computer readable instructions stored in a memory.

[0043] In the following, the character interaction control method provided in the embodiment of the present disclosure will be described by taking the case where the execution subject is a terminal device as an example.

[0044] FIG. 1 shows a flowchart of a character interaction control method according to an embodiment of the present disclosure. The method includes steps S110 to S130, in which: S110: In response to an attack triggering event by the plurality of first virtual characters to the second virtual character, collectively segment the plurality of first virtual characters to obtain a plurality of character sets.

[0045] A game scene according to an embodiment of the present disclosure includes a plurality of virtual characters, including a player virtual character controlled by a player, and further including other characters other than the player virtual character. The other characters may include non-player virtual characters (Non-Player Characters, NPCs) and monsters, etc. Here, the player virtual character may be a second virtual character, and at least one other character other than the player virtual character (e.g., an NPC and / or a monster) may be a first virtual character.

[0046] After the terminal equipment detects the attack triggering event, the first virtual characters are collectively classified to obtain a plurality of character sets, each of which may include at least two first virtual characters. After obtaining the plurality of character sets, the first virtual characters may attack the second virtual character in a subsequent step in units of the character sets.

[0047] In the embodiments of the present disclosure, the first virtual characters may be divided into groups by various group division methods. For example, a random division method may be adopted to randomly divide the first virtual characters into groups. Alternatively, a gamer may perform a group division operation on the first virtual characters through a terminal device based on his / her needs or preferences. The terminal device may randomly divide the first virtual characters into groups in response to the gamer's group division operation. Furthermore, the terminal device may randomly divide the first virtual characters into groups based on attribute information of each first virtual character.

[0048] In an embodiment of the present disclosure, the attribute information of the first virtual character may include at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a moving speed. The terminal equipment identifies attribute information of each first virtual character among the plurality of first virtual characters. Based on the attribute information of each first virtual character, the plurality of first virtual characters are collectively classified to obtain a plurality of character groups. That is, the terminal equipment performs group classification based on at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a moving speed.

[0049] In the following, some methods of classifying a group according to a character type will be described, taking as an example a case where the attribute information is a character type, where the character type includes at least a boss type, an elite type, and a normal type.

[0050] Preferably, first virtual characters having the same character type are grouped into one set. That is, the character types of the first virtual characters in each character set are the same. For example, boss type first virtual characters among the plurality of first virtual characters are grouped into one character set, elite type first virtual characters among the plurality of first virtual characters are grouped into one character set, and normal type first virtual characters among the plurality of first virtual characters are grouped into one character set.

[0051] Preferably, in order to ensure a high degree of balance between each character, each individual character set may include at least two first virtual characters. For example, a set of multiple first virtual characters may be divided based on the ratio of first virtual characters of each desired character type in each individual character set. Assume that each individual character set includes one boss type first virtual character, at least one elite type first virtual character, and at least two normal type first virtual characters. A set of multiple first virtual characters may be divided according to the character type conditions that the first virtual characters in the character set defined above must satisfy.

[0052] In the following, some methods for classifying groups according to attack distance type will be described, taking as an example a case where attribute information is an attack distance type, where the attack distance type includes a long-range attack and a short-range attack.

[0053] Preferably, first virtual characters having the same attack distance type may be grouped into one set. In other words, the attack distance type of the first virtual characters in each character set is the same. For example, the first virtual characters with long-range attacks among the multiple first virtual characters are grouped into one character set, and the first virtual characters with short-range attacks among the multiple first virtual characters are grouped into one character set.

[0054] In the following, some methods for dividing a group according to a character type and an attack distance type will be described, taking as an example a case where the attribute information is a character type and an attack distance type.

[0055] Preferably, each character set includes first virtual characters of at least two character types, and the attack distance type of the first virtual characters in each character set is the same. For example, a set division is performed for a plurality of first virtual characters based on the ratio of the first virtual characters of each desired character type in each character set, and the attack distance type of the first virtual characters in the character set is the same. It is assumed that each character set includes one boss type first virtual character, at least one elite type first virtual character, and at least two normal type first virtual characters, and the attack distance types of all the first virtual characters in the character set are long-range attack or short-range attack. A set division is performed for a plurality of first virtual characters according to the conditions of character type and attack distance type that the first virtual characters in the character set must satisfy as defined above.

[0056] It should be understood that the group division method is not limited to the above-mentioned methods, and no specific description is given here for other group division methods.

[0057] In one possible embodiment, the plurality of virtual characters in the game scene may include a third virtual character, and the third virtual character does not participate in attacking the second virtual character. During the process of performing group division on the plurality of first virtual characters to obtain a plurality of character groups, at least two of the first virtual characters and at least one third virtual character may be divided into one character group.

[0058] Taking the character set 1 as an example, the character set 1 includes three virtual characters, which are virtual character m1, virtual character m2, and virtual character m3. Here, the virtual character m1 and the virtual character m2 are the first virtual characters, and the virtual character m3 is the third virtual character. In the game scene, the second virtual character, virtual character p1, and virtual character p2 are included. In the target interaction period, for the three virtual characters in the character set 1, the virtual character m1 and the virtual character m2 are used to attack at least the virtual character p1, and the virtual character m3 is only used to attack the virtual character p2.

[0059] It should be noted that the third virtual character in the character set does not affect the process of identifying the subsequent target first virtual character and the process of controlling the target first virtual character to attack the second virtual character.

[0060] S120: For each character set in the plurality of character sets, identify a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period.

[0061] In addition, the process of identifying a target first virtual character that satisfies the condition for starting an interaction action in a character set within a target interaction period is the same. In this step, the process of identifying a target first virtual character is described using one character set as an example. It should be understood that each first virtual character in this step is a first virtual character in the same character set.

[0062] In order to facilitate the description and understanding of the technical solution, the embodiment of the present disclosure defines a first virtual character in a character set that satisfies a condition for starting an interaction action as a target first virtual character, which indicates that when a first virtual character satisfies the condition for an interaction action, the first virtual character can participate in attacking a second virtual character within a target interaction period.

[0063] In this step, various manners can be used to determine whether the first virtual character in the character collection meets the condition to initiate the interaction action.

[0064] Preferably, attribute information of a first virtual character that needs to participate in attacking the second virtual character in each interaction period among the character set may be predefined. A target first virtual character that satisfies a condition for starting an interaction action is specified among the character set for the attribute information of a first virtual character that needs to participate in attacking the second virtual character in a target interaction period among the character set.

[0065] Taking the case where the attribute information is a character type as an example, it can be predefined as follows: in a first interaction period, a first virtual character of boss type in the character set needs to participate in attacking a second virtual character, in a second interaction period, a first virtual character of normal type in the character set needs to participate in attacking a second virtual character, and in a third interaction period, a first virtual character of elite type in the character set needs to participate in attacking a second virtual character.

[0066] When the target interaction period is the first interaction period, a boss-type first virtual character in the character set is identified as a target first virtual character that satisfies the condition for starting an interaction action.

[0067] When the target interaction period is the second interaction period, a normal type first virtual character in the character set is identified as a target first virtual character that satisfies the condition for starting an interaction action.

[0068] When the target interaction period is the third interaction period, the elite type first virtual character and the normal type first virtual character in the character set are identified as target first virtual characters that satisfy the condition for starting an interaction action.

[0069] Preferably, before identifying the target first virtual character, an actionable overall weight can be allocated to the first virtual character. Based on the overall weight of the first virtual character, a target first virtual character that satisfies a condition for starting an interaction action is identified from the character set.

[0070] In an embodiment of the present disclosure, for each character set in the multiple character sets, an actionable overall weight in a target interaction period of each first virtual character in the character set may be determined, and a target first virtual character that satisfies a condition to initiate an interaction action among the character set in the target interaction period is determined based on the overall weight of each first virtual character.

[0071] Preferably, the target first virtual character may be identified based on the magnitude relationship between the overall weights of each first virtual character, or the target first virtual character may be identified based on the magnitude relationship between the overall weights of each first virtual character and a predetermined value.

[0072] In one possible embodiment of the present disclosure, each first virtual character in the character set may be ranked in order from highest to lowest overall weight, and a top predetermined number of first virtual characters in the character set may be identified as a target first virtual character that satisfies the condition for starting an interaction action. For example, the predetermined number may be set to 3, and the first virtual characters ranked in the top three in the character set may be identified as a target first virtual character that satisfies the condition for starting an interaction action.

[0073] The predetermined number may be determined according to practical design needs. Of course, for each character group, an upper limit number of the first virtual characters that can participate in attacking the second virtual character in one interaction period may be set in advance. The predetermined number is stipulated to be not larger than the upper limit number. For example, if the upper limit number is set to 4, the set number can be an integer not greater than 4.

[0074] In one possible embodiment of the present disclosure, a first virtual character whose total weight in the character set exceeds a predetermined weight threshold can be identified. A first virtual character whose corresponding total weight exceeds a predetermined weight threshold is identified as a target first virtual character that satisfies the condition for starting an interaction action. The predetermined weight threshold may be determined according to practical design needs. For example, when the predetermined weight threshold is 30, a first virtual character whose corresponding total weight exceeds 30 may be identified as a target first virtual character that satisfies the condition for starting an interaction action.

[0075] The method of identifying the target first virtual character based on the overall weight is not limited to the above-mentioned method, and other methods of identifying the target first virtual character based on the overall weight will not be described in detail here.

[0076] Next, a specific process of determining the overall weight of the target in the interaction period of each first virtual character in the character set will be described.

[0077] Before identifying the target first virtual character, an actionable overall weight may be assigned to the first virtual character. Specifically, when the target interaction period is the first interaction period, an initial weight is assigned to each first virtual character based on attribute information of each first virtual character in the character set, and the initial weight of each first virtual character is set as an overall weight in the target interaction period of each first virtual character.

[0078] The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a moving speed. In order to ensure that the target first virtual character can be distinguished from the first virtual characters in the character set, the initial weights of at least two first virtual characters in the character set are different. Thus, the initial weights of first virtual characters having different attribute information are different. When the attribute information of each first virtual character in the character set is the same, different initial weights are randomly arranged for each first virtual character.

[0079] An initial weight may be assigned to each first virtual character based on at least one of the following: character type, attack frequency, attack distance type, attack effect, and movement speed.

[0080] In the following, some methods for arranging initial weights according to character types will be described, taking the case where the attribute information is a character type as an example, where the character types include at least a boss type, an elite type, and a normal type.

[0081] Preferably, the highest initial weight is assigned to the boss type first virtual character, the lowest initial weight is assigned to the normal type first virtual character, and the initial weight assigned to the elite type first virtual character is between the initial weight of the boss type first virtual character and the initial weight of the normal type first virtual character.

[0082] For example, the initial weight of a boss type first virtual character is set to 40, the initial weight of an elite type first virtual character is set to 20, and the initial weight of a normal type first virtual character is set to 10. Taking the first virtual character a as an example, the character type of the first virtual character a is a boss type, and the initial weight of the first virtual character a is set to 40.

[0083] In the following, some methods for allocating initial weights based on moving speed will be described, taking as an example a case where attribute information is moving speed.

[0084] A first virtual character that moves relatively fast will usually reach the vicinity of a second virtual character in a short time and will attack the second virtual character preferentially, so a high initial weight is assigned to the first virtual character that moves relatively fast, and a low initial weight is assigned to the first virtual character that moves relatively slow.

[0085] Preferably, the moving speed is divided into a plurality of speed section levels, each speed section level corresponds to a different initial weight, and the initial weight of each first virtual character is determined according to the speed section level to which the moving speed of each first virtual character belongs. For example, a first speed section level, a second speed section level and a third speed section level may be set. Here, the speed range corresponding to the first speed section level is from 1m / s to 3m / s, and the initial weight corresponding to the first speed section level is 5, the speed range corresponding to the second speed section level is from 3m / s to 6m / s, and the initial weight corresponding to the second speed section level is 10, and the speed range corresponding to the third speed section level is 6m / s or more, and the initial weight corresponding to the third speed section level is 15.

[0086] Take the first virtual character a for example. The moving speed of the first virtual character a is 4 m / s. Therefore, the moving speed of the first virtual character a belongs to the second speed section level. The initial weight of the first virtual character a is set to 10.

[0087] In the following, some methods for arranging initial weights according to character type and movement speed will be described, taking as an example a case where attribute information is character type and movement speed.

[0088] Preferably, each character type corresponds to a different first weight, the moving speed is divided into a plurality of speed section levels, and each speed section level corresponds to a different second weight. An initial weight of the first virtual character is determined based on the first weight corresponding to the character type of the first virtual character and the second weight corresponding to the speed section level to which the moving speed of the first virtual character belongs. For example, the sum of the first weight and the second weight of the first virtual character is set as the initial weight of the first virtual character, or the average of the first weight and the second weight of the first virtual character is set as the initial weight of the first virtual character.

[0089] For example, the first weight of the first virtual character of the boss type is set to 40, the first weight of the first virtual character of the elite type is set to 20, and the first weight of the first virtual character of the normal type is set to 10. A first speed section level, a second speed section level, and a third speed section level are set. Here, the speed range corresponding to the first speed section level is from 1 m / s to 3 m / s, the second weight corresponding to the first speed section level is 5, the speed range corresponding to the second speed section level is from 3 m / s to 6 m / s, the second weight corresponding to the second speed section level is 10, the speed range corresponding to the third speed section level is 6 m / s or more, and the second weight corresponding to the third speed section level is 15.

[0090] Taking the first virtual character a as an example, the character type of the first virtual character a is a boss type, and the moving speed of the first virtual character a is 4 m / s. The first weight of the first virtual character a is 40, the second weight of the first virtual character a is 10, and the sum of the first weight and the second weight of the first virtual character a is set as the initial weight of the first virtual character, so that the initial weight of the first virtual character a may be determined to be 50.

[0091] The arrangement method of the initial weights is not limited to the above-mentioned methods, and other arrangement methods of the initial weights will not be described in detail here.

[0092] In an embodiment of the present disclosure, in order to ensure that each first virtual character in the character set has a certain probability of being identified as a target first virtual character, after each interaction period is completed, the overall weight of at least one first virtual character in the character set is re-adjusted to ensure that each first virtual character has a large chance of being identified as a target virtual character.

[0093] Preferably, the current interaction cycle is set as a target interaction cycle, and an overall weight of each first virtual character in the character set at the end of an interaction cycle immediately before the current interaction cycle and a weight gain of each first virtual character are obtained. An overall weight of each first virtual character in the current interaction cycle is determined based on the overall weight of each first virtual character and the weight gain of each first virtual character. The overall weight of each first virtual character in the current interaction cycle is determined as an overall weight of each first virtual character in a target interaction cycle.

[0094] In an embodiment of the present disclosure, the weight gain indicates a weight increment amount. The total weight at the end of a previous interaction period of the first virtual character is added to the corresponding weight increment amount to obtain the total weight in the current interaction period of the first virtual character. The weight gain may indicate a weight growth ratio. The total weight at the end of a previous interaction period of the first virtual character is scaled by the corresponding weight growth ratio to obtain the total weight in the current interaction period of the first virtual character.

[0095] Preferably, in order to increase the probability that a first virtual character that did not satisfy the conditions for starting an interaction action in the previous interaction period is determined as a target first virtual character in a target interaction period, a weight gain in the target interaction period for the first virtual character that did not satisfy the conditions for starting an interaction action in the previous interaction period may be set to be greater than a weight gain in the target interaction period for the target first virtual character in the previous interaction period.

[0096] For example, for a target first virtual character in the immediately previous interaction cycle, the corresponding weight increase amount in the target interaction cycle of the first virtual character is set to 0, or the corresponding weight growth ratio in the target interaction cycle of the first virtual character is set to 1. For a first virtual character that does not satisfy the condition for starting an interaction action in the immediately previous interaction cycle, the corresponding weight increase amount in the target interaction cycle of the first virtual character is set to any value exceeding 0, or the corresponding weight growth ratio in the target interaction cycle of the first virtual character is set to any ratio value exceeding 1.

[0097] Preferably, each first virtual character that did not satisfy the condition for starting an interaction action in the previous interaction cycle may have the same corresponding weight gain in the target interaction cycle. Naturally, each first virtual character that did not satisfy the condition for starting an interaction action in the previous interaction cycle may have a different corresponding weight gain in the target interaction cycle. For example, the corresponding weight gain of the first virtual character in the target interaction cycle is specified based on attribute information of the first virtual character.

[0098] Preferably, each target first virtual character in the previous interaction cycle may have the same corresponding weight gain in the target interaction cycle. Naturally, each target first virtual character in the previous interaction cycle may have different corresponding weight gain in the target interaction cycle. For example, the corresponding weight gain of the first virtual character in the target interaction cycle is specified based on attribute information of the first virtual character.

[0099] Preferably, in order to improve the probability that a first virtual character that did not satisfy the condition to start an interaction action in a previous interaction period is determined as a target first virtual character in a target interaction period, after at least one first virtual character finishes attacking a second virtual character, the total weight of each first virtual character in the at least one first virtual character is reset to a predetermined weight. The predetermined weight of each first virtual character in the at least one first virtual character is set as the total weight of each first virtual character in the at least one first virtual character when the target interaction period ends. The above process can ensure to a large extent that each individual first virtual character has a chance to be determined as a target virtual character.

[0100] The predetermined weight corresponding to the first virtual character may be smaller than the current total weight of the first virtual character. Specifically, the predetermined weight includes an initial weight and a predetermined fixed weight, and after at least one first virtual character finishes attacking a second virtual character, the total weight of each first virtual character in the at least one first virtual character is reset to the initial weight or the predetermined fixed weight. Here, the predetermined fixed weight may be any numerical value smaller than the current total weight of the first virtual character. For example, the predetermined fixed weight may be zero.

[0101] S130: The identified target first virtual character is controlled to attack the second virtual character.

[0102] In an embodiment of the present disclosure, after a target first virtual character in any character set is identified, the target first virtual character in the character set may be controlled to attack a second virtual character. After a target first virtual character in a predetermined number of character sets is identified, the target first virtual character in the predetermined number of character sets may be controlled to attack a second virtual character. Here, the predetermined number may be the total number of character sets, or any number smaller than the total number of character sets.

[0103] In the embodiment of the present disclosure, a target first virtual character attacks a second virtual character may refer to a behavior in which the first virtual character itself directly attacks the second virtual character. Naturally, a target first virtual character attacks a second virtual character may refer to a behavior in which the first virtual character assists another target first virtual character to attack the second virtual character. For example, for a certain target first virtual character, the target first virtual character may restrict the action of the second virtual character, or the target first virtual character may provide a weapon or energy for the other target first virtual character to attack the second virtual character, or the target first virtual character may hinder a counterattack of the second virtual character for the other target first virtual character. Any of the above actions of the target first virtual character may be considered as the target first virtual character attacking the second virtual character.

[0104] 2 shows a flowchart of another character interaction control method provided in an embodiment of the present disclosure. The method includes steps S210 to S240. S210: In response to an attack triggering event by the plurality of first virtual characters to the second virtual character, collectively segment the plurality of first virtual characters to obtain a plurality of character sets.

[0105] The description of the steps can be referred to the description of the steps, and the same technical effect can be achieved, so no further description is given here.

[0106] S220: For each character set in the plurality of character sets, identify a target first virtual character that satisfies a condition for initiating an interaction action in the character set within a target interaction period.

[0107] The description of this step can refer to the description of step S120, and the same technical effect can be achieved, so no further description is given here.

[0108] S230: Place a participation marker on each of the identified target first virtual characters.

[0109] Each character set has at least one participation indicator. The number of participation indicators that a character set has may be determined according to the needs of actual design. Of course, an upper limit of the number of first virtual characters that can participate in attacking a second virtual character in one interaction period may be set for each character set. The number of participation indicators that a character set has is not greater than the upper limit. For example, if the upper limit is set to 4, the number of participation indicators that a character set has is an integer equal to or less than 4.

[0110] In this step, after a target first virtual character that satisfies a condition for starting an interaction action is identified from among the character set in the target interaction period, a participation marker is placed on each target first virtual character in the character set. In a subsequent step, the target first virtual character can attack the second virtual character only when the participation marker is placed.

[0111] Preferably, the number of participation markers of each character set may be determined based on at least one of the total number of participation markers, the total number of first virtual characters, the number of character sets, and the number of first virtual characters in each character set. Or, if the total number of participation markers does not change, the number of participation markers of each character set may be determined randomly. Or, the number of participation markers of each character set may be set based on the current game difficulty level. Or, the number of participation markers of each character set may be set by the gamer. The method of determining the number of participation markers of each character set is not limited to the above-mentioned methods, and other methods of determining the number of participation markers will not be specifically described here.

[0112] Preferably, the number of participation marks of the character group in each interaction period may be the same. Of course, after one interaction period is completed, the number of corresponding participation marks of the character group in the next interaction period may be determined again.

[0113] S240: A target first virtual character having a participation sign placed thereon is controlled to attack a second virtual character.

[0114] In the embodiment of the present disclosure, for a target first virtual character on which a participation marker is placed, the participation marker placed on the target first virtual character may be collected in some cases. After the participation marker of the target first virtual character is collected, the target first virtual character will not attack the second virtual character within the target interaction period. Therefore, in this step, whether or not a participation marker is placed on each target first virtual character is periodically detected, and when it is determined that a participation marker is placed on the target first virtual character, the target first virtual character on which the participation marker is placed is controlled to attack the second virtual character.

[0115] The following describes a specific process for collecting the participation marker placed on the target first virtual character.

[0116] In an embodiment of the present disclosure, when it is determined that any of the target first virtual characters on which a participation sign is placed satisfies a participation sign collection condition, the participation sign of the target first virtual character that satisfies the participation sign collection condition is collected.

[0117] Specifically, the method determines whether the target first virtual character on which the participation marker is placed satisfies the participation marker recovery condition by the following method: When a target first virtual character on which each participation marker is placed dies, it is determined that the dead target first virtual character satisfies the participation marker recovery condition.

[0118] Alternatively, if the target first virtual character is attacked by a counterattack from the second virtual character or dies for other reasons, it can be determined that the target first virtual character meets the condition for recovering the participation marker, and the participation marker of the target first virtual character is recovered.

[0119] When a target first virtual character on which each participation marker is placed is blown away or knocked down, it is determined that the blown away or knocked down target first virtual character satisfies the participation marker recovery condition.

[0120] Alternatively, if the target first virtual character is blown away or knocked down by a counterattack from the second virtual character, it can be determined that the target first virtual character satisfies the participation sign recovery condition, and the participation sign of the target first virtual character is recovered.

[0121] When an attack mission of a target first virtual character on which each participation marker is placed is completed, it is determined that the target first virtual character that has completed the attack mission satisfies the participation marker recovery condition.

[0122] Alternatively, when the length of time that the target first virtual character attacks the second virtual character reaches a predetermined time threshold, or when the number of attacks by the target first virtual character against the second virtual character reaches a set number threshold, or when the target interaction period ends, it is determined that the attack mission of the target first virtual character has ended, and further, it is determined that the target first virtual character satisfies the participation sign recovery condition, and the participation sign of the target first virtual character is recovered.

[0123] The description of other contents of this step can refer to the description of step S130, and the same technical effect can be achieved, so no further description is given here.

[0124] Based on the same invention concept, the embodiment of the present disclosure further provides a character interaction control device corresponding to the character interaction control method. The problem solving principle of the character interaction control device according to the embodiment of the present disclosure is similar to the above-mentioned character interaction control method according to the embodiment of the present disclosure, so the implementation of the device can refer to the implementation of the method, and the overlapping points will not be further described.

[0125] FIG. 3 shows a first example of a schematic diagram of a character interaction control device provided by an embodiment of the present disclosure. The character interaction control device 300 includes a group segmentation module 310, a target identification module 320, and an attack execution module 330.

[0126] The group classification module 310 collectively classifies the first virtual characters to obtain a plurality of character groups in response to an attack triggering event by the first virtual characters to the second virtual character, where each character group includes at least two first virtual characters. The target identification module 320 identifies, for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period. The attack execution module 330 controls the identified target first virtual character to attack the second virtual character.

[0127] In one possible embodiment, when the set segmentation module 310 is used for collectively segmenting a plurality of first virtual characters to obtain a plurality of character sets, the set segmentation module 310 may specifically include: Identifying attribute information of each of the first virtual characters among the plurality of first virtual characters; The first virtual characters are collectively classified according to the attribute information of each first virtual character to obtain a plurality of character groups.

[0128] Here, the attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0129] In one possible embodiment, when the target identification module 320 is used for identifying, for each character group in the plurality of character groups, a target first virtual character that satisfies a condition for starting an interaction action in the character group within the target interaction period, specifically, For each character set in the plurality of character sets, determine an overall weight for each first virtual character in the character set that can act within a target interaction period; Identifying a target first virtual character in the character set that satisfies a condition for starting an interaction action within a target interaction period based on the overall weight of each first virtual character; It is used in this regard.

[0130] In one possible embodiment, when the target identification module 320 is used to determine the total weight of the action of each first virtual character in the character set within the interaction period of the target, specifically, A target interaction period is set as a current interaction period, and an overall weight of each first virtual character in the character set and a weight gain of each first virtual character at the end of an interaction period immediately before the current interaction period are obtained; Determine an overall weight for each first virtual character in a current interaction period according to the overall weight of each first virtual character and the weight gain of each first virtual character; determining an overall weight of each first virtual character in a current interaction period as an overall weight of each first virtual character in a target interaction period; It is used in this regard.

[0131] In one possible embodiment, when the target identification module 320 is used to determine the total weight of the action of each first virtual character in the character set within the interaction period of the target, specifically, When the target interaction period is a first interaction period, an initial weight is assigned to each first virtual character according to attribute information of each first virtual character in the character set; The initial weight of each first virtual character is the overall weight of the target interaction period of each first virtual character; It is used in this regard.

[0132] Here, the attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

[0133] In one possible embodiment, the target identification module is further used to: After the at least one first virtual character finishes attacking the second virtual character, a total weight of each first virtual character in the at least one first virtual character is reset to a predetermined weight, where the predetermined weight includes an initial weight and a predetermined fixed weight. The predetermined weight of each of the at least one first virtual characters is set as a total weight of each of the at least one first virtual characters when the target interaction period ends.

[0134] In one possible embodiment, when the target identification module 320 is used to identify a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period based on the overall weight of each first virtual character, the target identification module 320 may specifically include: ranking the first virtual characters in the character set in order from highest to lowest overall weight; The method is used to identify a top predetermined number of first virtual characters in the character set as target first virtual characters that satisfy the condition for starting an interaction action.

[0135] In one possible embodiment, when the target identification module 320 is used to identify a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period based on the overall weight of each first virtual character, the target identification module 320 may specifically include: Identifying a first virtual character in the set of characters whose overall weight exceeds a predetermined weight threshold; determining a first virtual character whose corresponding total weight exceeds a predetermined weight threshold as a target first virtual character that satisfies a condition for starting an interaction action; It is used in this regard.

[0136] In one possible embodiment, when the attack execution module 330 is used to control a specified target first virtual character to attack a second virtual character, the attack execution module 330 specifically: Place a participation sign on each identified target first virtual character, Control the first target virtual character with the participation sign placed on it to attack the second virtual character; It is used in this regard.

[0137] In one possible embodiment, a second example of a schematic diagram of a character interaction control device according to an embodiment of the present disclosure is shown in FIG. 4. The character interaction control device 300 includes a group segmentation module 310, a target identification module 320, and an attack execution module 330, and further includes a marker recovery module 340.

[0138] When it is determined that any of the target first virtual characters on which a participation sign is placed satisfies the participation sign collection condition, the sign collection module 340 collects the participation sign of the target first virtual character that satisfies the participation sign collection condition.

[0139] In one possible embodiment, the marker recovery module 340 determines that the target first virtual character on which the participation marker is placed satisfies the participation marker recovery condition in the following manner: For each of the first target virtual characters on which a participation marker is placed, when the first target virtual character dies, it is determined that the dead first target virtual character satisfies the participation marker recovery condition; For each target first virtual character on which a participation sign is placed, when the target first virtual character is blown away or knocked down, it is determined that the blown away or knocked down target first virtual character satisfies the participation sign recovery condition; For each target first virtual character on which a participation sign is placed, when the attack mission of the target first virtual character is completed, it is determined that the target first virtual character whose attack mission has been completed satisfies the participation sign recovery condition.

[0140] The description of the processing flow of each module in the apparatus and the interaction flow between each module can be referred to the relevant description in the above method embodiment, so no further description will be given here.

[0141] Corresponding to the character interaction control method in FIG. 1, an embodiment of the present disclosure further provides a computer device 500. FIG. 5 shows a configuration diagram of a computer device according to an embodiment of the present disclosure, and the computer device 500 includes a processor 51, a memory 52, and a bus 53. The memory 52 is for storing execution instructions, and includes an internal memory 521 and an external memory 522. The internal memory 521 here is also called an internal memory, and temporarily stores the calculation data in the processor 51 and data to be exchanged with the external memory 522 such as a hard disk. The processor 51 exchanges data with the external memory 522 through the internal memory 521, and when the computer device 500 is operating, the processor 51 and the memory 52 communicate with each other through the bus 53, causing the processor 51 to execute the following instructions: In response to the triggering event of an attack by the plurality of first virtual characters on the second virtual character, the plurality of first virtual characters are collectively divided to obtain a plurality of character sets including at least two first virtual characters, and for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period is identified, and the identified target first virtual character is controlled to attack the second virtual character.

[0142] An embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored therein, which, when executed by a processor, performs the steps of the character interaction control method described in the above method embodiment, where the storage medium may be a volatile or non-volatile computer-readable storage medium.

[0143] The embodiments of the present disclosure further provide a computer program product, the computer program product carrying program code, the instructions included in the program code being used to execute the steps of the character interaction control method described in the above method embodiment. For details, reference may be made to the above method embodiment, and no further description is provided herein.

[0144] Wherein, the above-mentioned computer program product can be specifically realized by hardware, software, or a combination thereof. In some embodiments, the computer program product is specifically embodied as a computer storage medium, and in other embodiments, the computer program product is specifically embodied as a software product, such as a Software Development Kit (SDK).

[0145] Those skilled in the art may understand that for convenience and conciseness of description, the specific work processes of the system and device described above may refer to the corresponding processes in the method embodiments. No further description will be given here. In some embodiments provided in the present disclosure, it may be understood that the disclosed system, device, and method may be realized in other ways. The above-described device embodiments are merely exemplary, for example, the division of the units is merely a division of logical functions, and there may be other division methods when actually realized. Also, for example, multiple units or components may be combined or integrated into another system, or some configurations may be omitted or not implemented. In addition, the correspondence or direct correspondence or communication connection between the shown or discussed mutually may be an indirect correspondence or communication connection through a communication interface, device or unit, which may be electrical, mechanical, or other forms.

[0146] The units described as separate components may or may not be physically separated. The components shown as units may or may not be physical units, i.e., they may be located in one place or distributed among multiple network units. Some or all of the units may be selected according to practical needs to achieve the objectives of the technical solution of the present embodiment.

[0147] Furthermore, each functional unit in each embodiment of the present disclosure may be integrated into a single processing unit, each unit may exist physically alone, or two or more units may be integrated into a single unit.

[0148] The functions can be realized in the form of software functional units and stored in a non-volatile computer-readable storage medium that can be executed by a processor when sold or used as an independent product. Based on this understanding, the technical solution of the present disclosure, in essence, or a part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product, and the software product is stored in a storage medium and includes various instructions, causing a computer device (such as a personal computer, a server, or a network device) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The storage medium includes various media that can store program code, such as a U disk, a removable hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or a disk.

[0149] Finally, it should be noted that the above-described examples are only specific embodiments of the present disclosure, and are used to describe the technical solutions of the present disclosure, but are not limited thereto, and the technical scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described examples, those skilled in the art who are familiar with any technical field may modify the technical solutions described in the above-described examples within the technical scope disclosed in the present disclosure, or make easily conceivable changes, or even if some technical features are replaced equivalently therein, these modifications, changes, or replacements will not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and all of them are within the technical scope of the present disclosure. Therefore, the technical scope of the present disclosure should be governed by the claims of the claims.

Claims

1. A character interaction control method, comprising: In response to an attack triggering event by a plurality of first virtual characters against a second virtual character, collectively classifying the plurality of first virtual characters to obtain a plurality of character sets including the first virtual characters; For each character set in the plurality of character sets, identifying a target first virtual character that satisfies a condition for initiating an interaction action in the character set within a target interaction period; Controlling the identified target first virtual character to attack the second virtual character; Including, Identifying, for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period, includes: determining, for each character set in the plurality of character sets, a total weight for each first virtual character in the character set that can act within a target interaction period; Identifying a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period based on a total weight of each first virtual character; Including, After identifying a target first virtual character in the character set that satisfies a condition for starting an interaction action within the interaction period of the target, further After at least one first virtual character finishes attacking the second virtual character, resetting a total weight of each first virtual character in the at least one first virtual character to a predetermined weight including an initial weight and a predetermined fixed weight; setting the predetermined weight of each first virtual character of the at least one first virtual character as a total weight of each first virtual character of the at least one first virtual character at a completion of the target interaction period; Including, A method comprising:

2. collectively classifying the first virtual characters to obtain a plurality of character sets, Identifying attribute information of each of the plurality of first virtual characters; collectively classifying the first virtual characters based on attribute information of each of the first virtual characters to obtain a plurality of character sets; Including, The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

2. The method according to claim 1 .

3. Determining a total weight of an actionable state of each first virtual character in the character set within the target interaction period includes: obtaining a total weight of each first virtual character in the character set and a weight gain of each first virtual character at the end of an interaction period immediately before the current interaction period, the target interaction period being regarded as a current interaction period; determining an overall weight for each first virtual character in the current interaction period based on the overall weight for each first virtual character and a weight gain for each first virtual character; determining a total weight of each first virtual character in the current interaction period as a total weight of each first virtual character in the target interaction period; Including, 2. The method according to claim 1 .

4. Determining a total weight for each first virtual character in the character set to act within an interaction period of the target, When the target interaction period is a first interaction period, assigning an initial weight to each first virtual character based on attribute information of each first virtual character in the character set; An initial weight of each first virtual character is set to a total weight of each first virtual character in the target interaction period; Including, The attribute information includes at least one of a character type, an attack frequency, an attack distance type, an attack effect, and a movement speed.

2. The method according to claim 1 .

5. Identifying a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period based on the overall weight of each of the first virtual characters includes: ranking first virtual characters in the set of characters in order from highest to lowest overall weight; determining a top predetermined number of first virtual characters in the character set as target first virtual characters that satisfy a condition for starting an interaction action; 2. The method of claim 1, comprising:

6. Identifying a target first virtual character that satisfies a condition for starting an interaction action in the character set within the target interaction period based on the overall weight of each of the first virtual characters includes: identifying a first virtual character in the set of characters whose overall weight exceeds a predetermined weight threshold; determining a first virtual character whose corresponding total weight exceeds a predetermined weight threshold as a target first virtual character that satisfies a condition for starting an interaction action; 2. The method of claim 1, comprising:

7. Controlling the identified target first virtual character to attack the second virtual character includes: Placing a participation marker on each of the identified target first virtual characters; Controlling the target first virtual character on which the participation marker is placed to attack the second virtual character; The method according to any one of claims 1 to 6, characterized in that it comprises:

8. After controlling the identified target first virtual character to attack the second virtual character, and collecting the participation sign of the target first virtual character that satisfies the participation sign collection condition when it is determined that any of the target first virtual characters on which the participation sign is placed satisfies the participation sign collection condition.

8. The method according to claim 7 .

9. The method comprises: determining whether the target first virtual character on which the participation marker is placed satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the target first virtual character dies, it is determined that the dead target first virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the target first virtual character is blown away or knocked down, it is determined that the blown away or knocked down target first virtual character satisfies the participation marker recovery condition; For each of the target first virtual characters on which the participation marker is placed, when the attack mission of the target first virtual character is completed, it is determined that the target first virtual character whose attack mission has been completed satisfies the participation marker recovery condition.

9. The method according to claim 8.

10. A character interaction control device, comprising: a group classification module for collectively classifying the first virtual characters in response to an attack triggering event of the first virtual characters against the second virtual character to obtain a plurality of character groups, each character group including at least two first virtual characters; A target identification module is configured to identify, for each character set in the plurality of character sets, a target first virtual character that satisfies a condition for starting an interaction action in the character set within a target interaction period; an attack execution module that controls the identified target first virtual character to attack the second virtual character; Equipped with The target identification module includes: For each character set in the plurality of character sets, determine a total weight for each first virtual character in the character set that can act within a target interaction period; and Identifying a target first virtual character in the character set that satisfies a condition for starting an interaction action within the target interaction period based on a total weight of each first virtual character; After identifying a target first virtual character in the character set that satisfies a condition for starting an interaction action within the interaction period of the target, further After at least one first virtual character finishes attacking the second virtual character, resetting a total weight of each first virtual character in the at least one first virtual character to a predetermined weight including an initial weight and a predetermined fixed weight; and The predetermined weight of each first virtual character in the at least one first virtual character is set as a total weight of each first virtual character in the at least one first virtual character at the end of the target interaction period. An apparatus comprising:

11. 1. A computer facility comprising: A processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor; When the computer system is operating, the computer system communicates between the processor and the memory via a bus; The machine readable instructions, when executed by the processor, perform a method according to any one of claims 1 to 9. A computer facility comprising:

12. 1. A computer-readable storage medium, comprising: A computer program is stored on the computer-readable storage medium; The computer program, when executed by a processor, performs the method according to any one of claims 1 to 9. A computer-readable storage medium comprising:

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