Method, device, terminal and computer program for selecting virtual character

By displaying the remaining selection time in the virtual role selection interface and automatically selecting the unselected virtual role, the problem of users not being able to know the virtual roles that other users will use in real time is solved, and the rationality and user experience of lineup arrangements are improved.

JP7673367B2Active Publication Date: 2025-05-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023571299
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-08-12
Filing Date
2022-07-11
Publication Date
2025-05-09
Estimated Expiration
2042-07-11

AI Technical Summary

Technical Problem

In the prior art, users cannot know the virtual characters that other users will use in real time before the game begins, making it difficult for other users to arrange the game lineup reasonably.

Method used

By displaying the remaining selection time in the virtual role selection interface, and when the time meets a specific condition and the user does not select a virtual role, the system automatically selects and displays the virtual role information to be used by the user.

Benefits of technology

It is realized that other users can timely know the virtual characters to be used before the game starts, thereby improving the rationality and reliability of lineup arrangements and improving user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method, device, terminal, and storage medium for selecting a virtual character, which belong to the field of computer and network technology. The method for selecting a virtual character includes the steps of: displaying a character selection interface for a competitive battle (301); displaying a remaining time length of a character selection stage on the character selection interface (302); and, if the remaining time length meets a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface (303). In the present application, even if the first user has not selected a virtual character, the character information of the first virtual character can be displayed on the character selection interface. This facilitates other users to rationally organize the lineup for the competitive battle based on the character information of the first virtual character, improves the rationality and reliability of other users' selection of virtual characters, and improves the user experience of the competitive battle.
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Description

[Technical field]

[0001] (CROSS-REFERENCE TO RELATED APPLICATIONS) This application claims priority to a Chinese patent application filed with the China Patent Office on August 12, 2021, bearing application number 202110926977.6 and entitled "Virtual character selection method, device, terminal and storage medium", the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computers and network technologies, and in particular to a method, device, terminal and storage medium for selecting a virtual character. [Background technology]

[0003] Currently, before starting a competitive match, participants (i.e., players, users, etc.) corresponding to the competitive match can select a virtual character to be used in the competitive match based on the actual situation.

[0004] In the related art, when a user selects a virtual character, if a client receives a selection operation for a certain virtual character triggered by the user, the client sets the virtual character to be used by the user in the current competitive match. If a client does not receive a selection operation for a virtual character triggered by the user, the client assigns one virtual character to the user at the start of the competitive match.

[0005] However, in the above-mentioned related art, the client assigns a virtual character to a user only when a competitive match is started, so other users cannot know the virtual character that the user will use in the competitive match during the virtual character selection process, and as a result, other users cannot rationally organize their lineup for the competitive match. Summary of the Invention

[0006] The embodiments of the present application provide a method, device, terminal and storage medium for selecting a virtual character, which can improve the rationality and reliability of other users' selection of a virtual character, and improve the user experience of competitive competition.

[0007] According to one aspect of an embodiment of the present application, there is provided a method for selecting a virtual character, the method comprising: displaying a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying virtual characters participating in the competitive match; displaying a remaining time length for the character selection phase; and if the remaining time length satisfies a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface.

[0008] According to one aspect of an embodiment of the present application, there is provided a virtual character selection device, comprising: an interface display module configured to display a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying a virtual character participating in the competitive match; a time length display module configured to display a remaining time length of the character selection phase; and a character display module configured to display, in the character selection interface, character information of a first virtual character selected by the system for the first user, if the remaining time length satisfies a first condition and a first user has not selected a virtual character.

[0009] According to one aspect of the embodiment of the present application, there is provided a terminal including a processor and a memory, the memory storing a computer program, and the processor loading and executing the computer program to realize the above-mentioned method for selecting a virtual character.

[0010] According to one aspect of an embodiment of the present application, there is provided a computer-readable storage medium having a computer program stored thereon, the computer program being loaded and executed by a processor to realize the above-described method for selecting a virtual character.

[0011] According to one aspect of an embodiment of the present application, there is provided a computer program product or computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium, a processor of a server reading the computer instructions from the computer-readable storage medium, the processor executing the computer instructions, and causing the server to perform the above-mentioned method for selecting a virtual character, and a processor of a terminal reading the computer instructions from the computer-readable storage medium, the processor executing the computer instructions, and causing the terminal to perform the above-mentioned method for selecting a virtual character. Effect of the Invention

[0012] The technical solutions provided in the embodiments of the present application can achieve the following beneficial effects:

[0013] When the remaining time length of the character selection stage satisfies a first condition and the first user has not selected a virtual character, the system selects a first virtual character for the first user and displays character information of the first virtual character in the character selection interface, so that when the first user has not selected a virtual character, the character information of the first virtual character used by the first user in the competitive battle can be displayed in the character selection interface, which makes it convenient for other users to rationally arrange the lineup for the competitive battle based on the character information of the first virtual character, improves the rationality and reliability of other users' selections of virtual characters, and improves the user experience of the competitive battle. [Brief description of the drawings]

[0014] [Figure 1] 1 is a schematic diagram of a virtual character selection system provided in one embodiment of the present application. [Diagram 2] FIG. 2 is a schematic diagram of an exemplary selection scheme for a virtual character. [Diagram 3] 1 is a flowchart of a method for selecting a virtual character provided in one embodiment of the present application. [Figure 4] FIG. 1 is an exemplary schematic diagram of a character selection interface. [Diagram 5] FIG. 1 is an exemplary schematic diagram of a character selection interface. [Figure 6] 11 is a flowchart of a method for selecting a virtual character provided in another embodiment of the present application. [Figure 7] FIG. 13 is a schematic diagram illustrating an example of a method for selecting a virtual character and a skill for participating in a battle. [Figure 8] FIG. 13 is a schematic diagram illustrating an example of a method for selecting a virtual character and a skill for participating in a battle. [Figure 9] 1 is a block diagram of a selection device for a virtual character provided in one embodiment of the present application. [Figure 10] FIG. 11 is a block diagram of a selection device for a virtual character provided in another embodiment of the present application. [Figure 11] FIG. 2 is a structural block diagram of a terminal provided in one embodiment of the present application; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] 1, which shows a schematic diagram of a virtual character selection system provided in one embodiment of the present application. The virtual character selection system may include a terminal 10 and a server 20.

[0016] The terminal 10 may be an electronic device such as a mobile phone, a tablet, a game host, an e-book reader, a multimedia playback device, a wearable device, a PC (Personal Computer), etc. A client of an application program (e.g., a game application program) may be installed on the terminal 10. Alternatively, the application program may be an application program that needs to be downloaded and installed, or may be a ready-to-use application program, and the embodiment of the present application is not limited thereto.

[0017] In the embodiment of the present application, the application program may be any application program capable of competitive battles. Exemplarily, the application program may be a MOBA (Multiplayer Online Battle Arena) game, a TPS (Third-Personal Shooting Game), an FPS (First-Person Shooting Game), a multiplayer shooting survival game, a Virtual Reality (VR) shooting application program, an Augmented Reality (AR) application program, a three-dimensional map program, a social application program, an interaction entertainment application program, etc. In addition, the forms of virtual characters provided in different application programs are different, and the corresponding functions are also different, which may be preset based on actual needs, and the embodiment of the present application is not limited thereto. Of course, in the exemplary embodiment, the same application program may provide a plurality of types of virtual characters with different functions to a user corresponding to a competitive battle, and the embodiment of the present application is not limited thereto.

[0018] The above virtual character is a virtual character that a user controls in an application program. For example, the application program is a game application program, and the virtual character is a game character that a user controls in the game application program. The virtual character may be in the form of a person, an animal, an animation, or other forms, and the embodiment of the present application is not limited thereto. The virtual character may be displayed in a three-dimensional form or a two-dimensional form, and the embodiment of the present application is not limited thereto.

[0019] In one possible implementation, the virtual characters include virtual characters in the same camp and virtual characters in different camps. That is, in the application program, the virtual characters are divided into different camps. For example, taking a MOBA game as an example, 10 users play a matching game and are divided into two teams, a red team and a blue team, with each team consisting of 5 people. In this case, the red team and the virtual characters in the red team are in the same camp and are in a teammate relationship with each other. The blue team and the virtual characters in the blue team are in the same camp and are in a teammate relationship with each other. The virtual characters in the red team and the blue team are in different camps and are in an enemy relationship with each other. In another possible implementation, the virtual characters may include a plurality of types of virtual characters having different functions that are in a teammate relationship with each other. Optionally, the functions corresponding to each of the plurality of types of virtual characters may be combined with each other to form a functional gain.

[0020] The server 20 is for providing background services to clients of application programs in the terminals 10. For example, the server 20 can be a background server of the above application programs. The server 20 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center. Optionally, the server 20 provides background services to application programs in multiple terminals 10 simultaneously.

[0021] The terminal 10 and the server 20 can communicate with each other via a network.

[0022] Optionally, in the embodiment of the present application, the server 20 is for providing the terminal 10 with a character selection function. Exemplarily, as shown in FIG. 2, in the character selection stage of the competitive match, the terminal 10 performs detection on the remaining time length of the character selection stage to determine whether the remaining time length of the character selection stage satisfies a first condition. If the remaining time length of the character selection stage does not satisfy the first condition, the terminal 10 continues to perform detection on the remaining time length. If the remaining time length of the character selection stage satisfies the first condition, the server 20 selects a first virtual character for the first user based on the character usage information of the first user and / or the character selection information of the competitive match. Here, the character usage information of the first user is for indicating the first user's historical usage status for each virtual character, and the character selection information of the competitive match is for indicating the virtual character selection status of a second user participating in the competitive match other than the first user, the second user may include the first user's teammate and / or the first user's opponent user. After that, the server 20 transmits character selection information to the terminal 10, where the character selection information includes the identification information of the first virtual character. Furthermore, the client displays character information of the first virtual character and a reminder mark corresponding to the character information of the first virtual character based on the character selection information. Here, the reminder mark is for marking that the first virtual character is a virtual character assigned by the server to the first user.

[0023] It should be noted that the above FIG. 2 is merely exemplary and explanatory. In an exemplary embodiment, the terminal 10 may also select a first virtual character for the first user based on the character usage information of the first user and / or the character selection information of the competitive match.

[0024] Referring to Fig. 3, Fig. 3 shows a flowchart of a method for selecting a virtual character provided in one embodiment of the present application. The method can be applied to the terminal 10 in the game execution environment shown in Fig. 1, and for example, an execution subject of each step can be a client of an application program installed in the terminal 10. The method for selecting a virtual character can include the following steps (301 to 303).

[0025] In step 301, a character selection interface for competitive play is displayed.

[0026] A competitive battle may be a battle scene in which virtual characters in different camps compete. Here, the competitive battle includes virtual characters in at least two camps, and the quantity of virtual characters in different camps may be the same or different. In an exemplary embodiment, the functions of virtual characters included in different camps of the same competitive battle may be the same or different. Optionally, a competitive battle in an embodiment of the present application may also be a battle in which different virtual characters need to team up to complete a mission. For example, multiple users corresponding to a competitive battle can select virtual characters with different functions, thereby obtaining a necessary lineup that can complete a mission. Or, multiple users corresponding to a competitive battle can select virtual characters with different functions, thereby obtaining a lineup with functional gains.

[0027] Optionally, before starting a competitive match, each user participating in the competitive match selects a virtual character based on an actual situation, and the virtual character is a virtual character that the user controls in the competitive match. Here, one user can control one or more virtual characters in the competitive match, and the embodiment of the present application is not limited thereto. That is, before starting a competitive match, a user can select one or more virtual characters, and the quantity of virtual characters selected by different users may be the same or different, and the embodiment of the present application is not limited thereto. Optionally, when a user selects multiple virtual characters, the user can select multiple virtual characters using a user account, or the user can select multiple virtual characters using multiple user accounts, and different virtual characters correspond to different user accounts.

[0028] In an embodiment of the present application, before starting a competitive match, the client displays a character selection interface for the competitive match, where the character selection interface is a user interface for selecting and displaying virtual characters that will participate in the competitive match.

[0029] Optionally, the character selection interface includes at least one virtual character option, and the user selects a virtual character to be used in the competitive battle by a touch operation on a certain option. Here, the touch operation may be a click operation, a long press operation, a drag operation, a voice operation, a gesture operation, a key operation, etc., and the embodiment of the present application is not limited thereto. The user is a user of the client, and the embodiment of the present application is not limited thereto.

[0030] 4, the character selection interface 40 includes a plurality of virtual character options 41, and when a user clicks on a virtual character option, the character selection interface 40 displays a virtual character appearance 42, a virtual character avatar 43, and a virtual character skill 44 corresponding to the option. Here, the virtual character appearance 42, the virtual character avatar 43, and the virtual character skill 44 may be collectively referred to as character information of the virtual character. Of course, in the exemplary embodiment, the contents included in the character information can be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto.

[0031] Optionally, in the embodiment of the present application, the first user corresponds to a first user account, the first user account is an account belonging to the first user, and the first user can perform various operations in a competitive match through the first user account, that is, in the embodiment of the present application, the operations performed by the first user may be referred to as operations performed by the first user account, and the first user may be referred to as the first user account.

[0032] In step 302, the amount of time remaining in the character selection phase is displayed.

[0033] In the embodiment of the present application, after displaying the character selection interface, the client may display the remaining time of the character selection stage on the character display interface, and may also highlight the remaining time of the character selection stage in a float window, and the embodiment of the present application is not limited thereto. Here, the character selection stage is a stage in which a user selects a character. Alternatively, the start and end times of the character selection stage of different users may be the same or different, and the embodiment of the present application is not limited thereto.

[0034] In one possible implementation, the start and end times of the character selection phase of different users are the same. In this case, the client does not need to switch to the remaining time length when displaying the remaining time length of the character selection phase. When the remaining time length is 0, the character selection phase of each user ends.

[0035] In another possible implementation manner, the start and end times of the character selection stage of different users are different. In this case, when displaying the remaining time length of the character selection, the client needs to perform a switching display for the remaining time length. If the remaining time length is 0, the client determines that the character selection stage of the previous user ends and the character selection stage of the next user starts, and displays the remaining time length of the character selection stage of the next user on the character selection interface. Alternatively, the time lengths of the character selection stages of different users may be the same or different. If the time lengths of the character selection stages of different users are different, the client needs to obtain the time length of the character selection stage of the next user at the time when the character selection stage of the adjacent user is changed, and then display the remaining time length on the character selection interface based on the time length. If the time lengths of the character selection stages of different users are the same, the above remaining time length is displayed in a circular manner on the character selection interface, and the client does not need to obtain the time length of the character selection stage of the next user at the time when the character selection stage of the adjacent user is changed, and may directly adjust the remaining time length from 0 to the maximum value.

[0036] Alternatively, the remaining time length may be displayed when the character selection stage starts, or may be displayed after the character selection stage starts. Exemplarily, when the remaining time length of the character selection stage is equal to or less than a target value, the remaining time length is displayed to notify the user. Here, the target value may be any numerical value, and the target value may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto.

[0037] Alternatively, the remaining time length may be displayed at any position in the character selection interface. For example, the remaining time length 45 of the character selection phase is displayed at the upper right corner of the character selection interface 40 as shown in FIG.

[0038] Optionally, the character selection stage of at least one other user is the same as the start and end time of the character selection stage of the first user. Here, the other user and the first user belong to the same camp. For example, the first user and the second user select virtual characters in the same character selection stage, and the first user and the second user may belong to the same camp or different camps.

[0039] In step 303, if the remaining time length meets the first condition and the first user has not selected a virtual character, display the character information of the first virtual character selected by the system for the first user on the character selection interface.

[0040] Optionally, the client performs detection on the character selection interface after displaying the character selection interface. Exemplarily, when a selection operation on a certain virtual character is detected, the system determines the selected virtual character as a virtual character to be used by the first user in the competitive battle, and displays character information of the virtual character. When a selection operation on any virtual character is not detected, the system selects a virtual character for the first user, and displays character information of the virtual character.

[0041] In an embodiment of the present application, when the remaining time length satisfies the first condition and the first user has not selected a virtual character, the client displays character information of the first virtual character selected by the system for the first user in the character selection interface.

[0042] The character information of the first virtual character is information that can indicate the first virtual character. Optionally, the character information of the first virtual character includes, but is not limited to, at least one of the following: the name of the first virtual character, the appearance of the first virtual character, the avatar of the first virtual character, and the skill of the first virtual character. Optionally, while displaying the character information of the first virtual character, the client displays a reminder mark corresponding to the character information of the first virtual character in the character selection interface. Here, the reminder mark is for marking that the first virtual character is a virtual character that the system assigns to the first user. Optionally, the reminder mark can be displayed at any position in the character selection interface, and the embodiment of the present application is not limited thereto.

[0043] 5, when the remaining time length of the character selection phase of the first user satisfies the first condition and the first user has not selected a virtual character, the client displays the appearance 51 of the first virtual character, the name 52 of the first virtual character, the skill 53 of the first virtual character, and the avatar 54 of the first virtual character in the character selection interface 50. Furthermore, the character selection interface 50 includes a reminder mark 55 corresponding to the character information of the first virtual character, and the reminder mark 55 includes the text "Select system help."

[0044] The first condition is a judgment condition for judging whether to assign a virtual character to the first user. The first condition can be flexibly set and adjusted according to actual circumstances, and the embodiment of the present application is not limited thereto.

[0045] In one possible implementation manner, the first condition is that the remaining time length is equal to or less than a first value. Here, the first value may be any value greater than 0, such as 20s, 10s, 8s, 5s, etc., and the embodiment of the present application is not limited thereto. Optionally, after the client displays the character selection interface, it performs detection on the remaining time length of the character selection stage, and after the remaining time length is equal to or less than the first value, the system assigns the first virtual character to the first user. It should be noted that the first value may be a value set by the system, or may be a value customized and set by the first user, and the embodiment of the present application is not limited thereto.

[0046] In another possible implementation manner, considering that the total time length of the character selection stage corresponding to the first user may be different in different competitive matches, the above first condition is that the ratio of the remaining time length to the total time length of the character selection stage is equal to or less than a first requirement value. Optionally, after displaying the character selection interface, the client performs detection on the remaining time length of the character selection stage, and if the ratio of the remaining time length to the total time length of the character selection stage is equal to or less than the first requirement value, the system assigns the first virtual character to the first user. It should be noted that the above first requirement value may be a value set by the system, or may be a value customized and set by the first user, and the embodiment of the present application is not limited thereto.

[0047] In an exemplary embodiment, the system can further obtain a division time point corresponding to the character selection stage in advance based on the above-mentioned first requirement value. Here, the division time point is for separating the character selection time length and the character allocation time length from the total time length of the character selection stage. The character allocation time length is the time length during which the system can allocate a virtual character to the first user, and the character selection time length is the time length during which the first user customizes and selects a virtual character. Illustratively, assuming that the first requirement value is 60% and the total time length of the character selection stage is 120s, the character allocation time length is 72s (120*0.6) and the character selection time length is 48s (120*0.4). Optionally, in the process in which the client detects the character selection stage, the system determines whether the character selection stage has entered the stage to which the character allocation time length belongs based on the division time point, and when the character selection stage has entered the stage to which the character allocation time length belongs, assigns the first virtual character to the first user. It should be noted that in the above character allocation time length, the user can also customize and select a virtual character. In this case, when the client detects a user's selection operation for a certain virtual character, the system does not need to select a first virtual character for the first user, and directly determines the virtual character selected by the first user as the virtual character that the first user will use in the competitive match.

[0048] Furthermore, in another possible implementation manner, in order to improve the efficiency of selecting a virtual character, the above first condition is that another user whose character selection order is before the first user has completed character selection. Here, the other user is a user who is in the same camp as the first user in the competitive match, and the completion of character selection means that the user selects a virtual character to be used and decides not to voluntarily change the virtual character. Exemplarily, after displaying the above character selection interface, the client performs detection on the character selection status of the other user, and if it is determined that the other user whose character selection order is before the first user has completed character selection, the system selects a first virtual character for the first user. Optionally, the above character selection order can be determined based on user attribute information. Here, the user attribute information includes at least one of, but is not limited to, the user's matching time for the competitive match and the user's overall ranking in the historical competitive match. Exemplarily, if the matching time of user A for the competitive match is before the matching time of user B, the character selection order of user A is before the character selection order of user B. If user A's overall ranking in the historical competitive battle is before user B's overall ranking, user A's character selection order will be before user B's character selection order.

[0049] Alternatively, the first conditions corresponding to different users may be the same or different, and the embodiment of the present application is not limited thereto.

[0050] In an exemplary embodiment, when the client displays the character information of the first virtual character, the system determines a first virtual character selected for the first user based on the first reference information, and displays the character information of the first virtual character in the character selection interface. Here, the first reference information includes, but is not limited to, at least one of the character usage information of the first user and the character selection information of the competitive match. Here, the character usage information of the first user is for indicating the historical usage status of the first user for each virtual character, and the character selection information of the competitive match is for indicating the virtual character selection status of a second user participating in the competitive match other than the first user, the second user including a teammate user and an opponent user. Optionally, the first reference information may be information acquired in real time when selecting the first virtual character, or may be information acquired and stored in advance, and the embodiment of the present application is not limited thereto. Based on the character usage information of the first user and the character selection information of the competitive battle, a first virtual object that matches the usage habits of the first user and the actual situation of the competitive battle can be obtained, thereby improving the rationality of the selection of the first virtual object and improving the user experience of the competitive battle.

[0051] Optionally, the second user corresponds to a second user account, the second user account is an account belonging to the second user, and the second user can perform various operations in the competitive match through the second user account, that is, the operations performed by the second user may be referred to as operations performed by the second user account, and the second user may be referred to as the second user account.

[0052] Alternatively, the system allows the first user to change the first virtual character to another virtual character after selecting the first virtual character, or does not allow the first user to change the first virtual character to another virtual character after selecting the first virtual character. Here, the system may be a system provided in a client or a system provided in a server, and the embodiment of the present application is not limited thereto.

[0053] As described above, in the technical solution provided in the embodiment of the present application, when the remaining time length of the character selection stage is a first numerical value and the first user has not selected a virtual character, the system selects a first virtual character for the first user and displays the character information of the first virtual character in the character selection interface, so that when the first user has not selected a virtual character, the character selection interface can display the character information of the first virtual character used by the first user in the competitive battle, which is convenient for other users to rationally arrange the lineup for the competitive battle based on the character information of the first virtual character, improves the rationality and reliability of other users' selection of virtual characters, and improves the user experience of the competitive battle.

[0054] The following will introduce the selection method of the first virtual character. It should be noted that the above system can be provided in the client and can be provided in the server, so the selection method of the first virtual character can be executed by the client and can be executed by the server. For ease of understanding, the following will only describe the selection method of the first virtual character from the client's perspective.

[0055] In one possible implementation manner, the process of selecting a first virtual character based on the above first reference information is as follows:

[0056] 1. Determine at least one candidate virtual character based on character usage information of a first user.

[0057] In an embodiment of the present application, after obtaining the above-mentioned first reference information, the client obtains character usage information of the first user from the first reference information, and determines at least one candidate virtual character.

[0058] In one possible implementation manner, the character usage information of the first user includes the first user's historical usage count for each virtual character, and the client determines a virtual character whose historical usage count satisfies a first sub-condition as a candidate virtual character. Optionally, the first sub-condition may be that the historical usage count is equal to or greater than a first threshold, or the first sub-condition may be that the historical selection count is in the top n1 places after the historical usage count is sorted from top to bottom. Here, the first threshold may be any numerical value, and the first threshold may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. The above n1 may be any positive integer greater than 1, and the n1 may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, n1 is equal to the quantity of the set candidate virtual characters.

[0059] In another possible implementation manner, the character usage information of the first user includes the first user's battle win rate for each virtual character, and the client determines the virtual character whose battle win rate satisfies a second sub-condition as a candidate virtual character. Here, the battle win rate is a ratio between the number of competitive battle wins corresponding to the virtual character and the total number of competitive battles. Optionally, the second sub-condition may be that the battle win rate is equal to or greater than a second threshold, or the second condition may be that the battle win rate is in the top n2 after the battle win rates are sorted from top to bottom. Here, the second threshold may be any numerical value, and the second threshold may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. The above n2 is any positive integer greater than 1, and n2 may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, n2 is equal to the quantity of the set candidate virtual characters.

[0060] Furthermore, in another possible implementation manner, the character use information of the first user includes the first user's use proficiency for each virtual character, and the client determines a virtual character whose use proficiency satisfies a third sub-condition as a candidate virtual character. Here, the use proficiency is determined based on the battle expression of the virtual character in the historical competitive battle. Optionally, the third sub-condition may be that the use proficiency is equal to or greater than a third threshold, or the third condition may be that the use proficiency is in the top n3 ranks after the use proficiency is sorted from top to bottom. Here, the third threshold may be any numerical value, and the third threshold may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. The above n3 is any positive integer greater than 1, and n3 may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, n3 is equal to the quantity of the set candidate virtual characters.

[0061] In another possible implementation manner, the above-mentioned character use information of the first user includes the first user's most recent use time for each virtual character, and the client determines a virtual character whose most recent use time satisfies a fourth sub-condition as a candidate virtual character. Optionally, the above-mentioned fourth condition is that the virtual characters are recently used n4 times. Here, n4 is any positive integer greater than 1, and n4 can be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, n4 is equal to the number of the set candidate virtual characters.

[0062] Of course, in an exemplary embodiment, the client can determine the candidate virtual characters based on any of several of the above first reference information at the same time. The candidate virtual characters can be determined based on at least one of the following: the first user's historical usage count for each virtual character, the first user's match win rate for each virtual character, the first user's usage proficiency for each virtual character, and the first user's most recent usage time for each virtual character, and the like, and a first virtual object that is more consistent with the first user can be obtained, thereby improving the user experience of the first user.

[0063] 2. Selecting a first virtual character from the at least one candidate virtual character based on character selection information for the competitive match.

[0064] In an embodiment of the present application, after obtaining the at least one candidate virtual character, the client selects a first virtual character from the at least one candidate virtual character based on character selection information of the competitive battle in the first reference information.

[0065] Optionally, after obtaining character selection information for the competitive match, the client determines a selected virtual character of the second user based on the character selection information for the competitive match, obtains combination indicators and / or suppression indicators between each of the candidate virtual characters and the selected virtual character, and determines a first virtual character from the at least one candidate virtual character based on the combination indicators and / or suppression indicators.

[0066] The combination index is for indicating the degree of cooperation between the candidate virtual character and the selected virtual character in the competitive battle. Exemplarily, when the client obtains the combination index, for a target candidate virtual character in at least one candidate virtual character, the client obtains a first combination index between the target candidate virtual character and each of the selected virtual characters, and thereby performs summation processing on each first combination index to obtain a combination index between the target candidate virtual character and the selected virtual character. Of course, in an exemplary embodiment, the client can select the virtual character selected by the teammate from the selected virtual characters before obtaining the combination index, and thereby obtain only the combination index between the candidate virtual character and the virtual character selected by the teammate.

[0067] The suppression index indicates the degree of threat in a competitive match between the candidate virtual character and the selected virtual character. Optionally, when obtaining the suppression index, the client obtains a first suppression index between the target candidate virtual character and each of the selected virtual characters for a target candidate virtual character in at least one candidate virtual character, and performs a summation process for each first suppression index to obtain a suppression index between the target candidate virtual character and the selected virtual character. Of course, in an exemplary embodiment, the client can filter out virtual characters selected by an enemy user from the selected virtual characters before obtaining the suppression index, thereby obtaining only the suppression index between the candidate virtual character and the virtual character selected by the enemy user.

[0068] In one possible implementation, the second user is a teammate of the first user. In this case, the client selects the first virtual character based on the combination index. Optionally, the client obtains a combination index between each of the candidate virtual characters and the selected virtual character, and then determines the candidate virtual character with the largest combination index as the first virtual character.

[0069] In another possible implementation manner, the second user is an adversary user of the first user. In this case, the client selects the first virtual character based on the inhibition index. Optionally, the client obtains an inhibition index between each of the candidate virtual characters and the selected virtual character, and then determines the candidate virtual character with the largest inhibition index as the first virtual character.

[0070] Furthermore, in another possible implementation manner, the second user includes the teammate and the hostile user of the first user. In this case, the client selects the first virtual character based on the combination index and the suppression index. Exemplarily, the client obtains a combination index between each of the candidate virtual characters and the selected virtual character of the teammate, and a suppression index between each of the candidate virtual characters and the selected virtual character of the hostile user. Then, obtain one or more candidate virtual characters whose combination index is equal to or greater than a first target value, and generate a first candidate virtual character set, and at the same time, obtain one or more candidate virtual characters whose suppression index is equal to or greater than a second target value, and generate a second candidate virtual character set. Then, when the same candidate virtual character exists between the first candidate virtual character set and the second candidate virtual character set, determine the same candidate virtual character whose combination index is the highest (or whose suppression index is the highest) as the first virtual character. If the same candidate virtual character does not exist between the first candidate virtual character set and the second candidate virtual character set, the candidate virtual character with the highest combination index (or the highest suppression index) is directly determined as the first virtual character. According to the combination index and the suppression index, a first virtual object that matches with the lineup of the player's side and beats the lineup of the opponent's side can be obtained, thereby improving the rationality of the selection of the first virtual object and improving the user experience of the competitive battle.

[0071] In another possible implementation manner, the process of selecting a first virtual character based on the above first reference information is as follows.

[0072] 1. At least one first candidate virtual character is determined based on character selection information for the competitive match.

[0073] In an embodiment of the present application, after obtaining the above-mentioned first reference information, the client determines at least one first candidate virtual character based on character selection information of the competitive battle in the first reference information.

[0074] Exemplarily, after obtaining character selection information of the competitive battle, the client determines a selected virtual character of the second user based on the character selection information of the competitive battle. Further, a combination index and / or a suppression index between each of the virtual characters and the selected virtual character is obtained, and at least one first candidate virtual character is determined from each of the virtual characters based on the combination index and / or the suppression index. Here, each of the virtual characters is a total amount of virtual characters that the competitive battle can provide to the first user, and exemplarily, the total amount of virtual characters is a virtual character that the first user has the right to use. The combination index is for indicating the cooperation degree in the competitive battle between the virtual character and the selected virtual character. The suppression index is for indicating the battle threat degree in the competitive battle between the virtual character and the selected virtual character.

[0075] In one possible implementation manner, the second user is a teammate of the first user. In this case, the client selects a first candidate virtual character based on the combination index. Optionally, after obtaining a combination index between each of the virtual characters and the selected virtual character, the client determines a virtual character whose combination index is equal to or greater than a first threshold as a first candidate virtual character. Or, after obtaining a combination index between each of the virtual characters and the selected virtual character, the client sorts the combination indexes from top to bottom and determines a virtual character in the top m1 positions as a first candidate virtual character. Here, the first threshold may be any numerical value, and the first threshold may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. The above m1 may be any positive integer greater than 1, and the m1 may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, m1 is equal to the quantity of the first candidate virtual characters set.

[0076] In another possible implementation manner, the second user is an enemy user of the first user. In this case, the client selects the first candidate virtual character based on the inhibition index. Optionally, the client obtains the inhibition index between each of the virtual characters and the selected virtual character, and then determines the virtual character whose inhibition index is equal to or greater than the second threshold as the first candidate virtual character. Or, the client obtains the inhibition index between each of the virtual characters and the selected virtual character, and then sorts the inhibition index from top to bottom, and determines the virtual character in the top m2 position as the first candidate virtual character. Here, the second threshold may be any numerical value, and the second threshold may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. The above m2 may be any positive integer greater than 1, and the m2 may be flexibly set and adjusted based on the actual situation, and the embodiment of the present application is not limited thereto. Optionally, m2 is equal to the number of the first candidate virtual characters set.

[0077] Furthermore, in another possible implementation manner, the second user includes the teammate and the hostile user of the first user. In this case, the client selects a first candidate virtual character based on the combination index and the suppression index. Optionally, the client obtains a combination index between each of the virtual characters and the selected virtual character of the teammate, and a suppression index between each of the virtual characters and the selected virtual character of the hostile user. Then, the client obtains one or more candidate virtual characters whose combination index is greater than a first threshold value, and generates a first virtual character set, and at the same time, obtains one or more candidate virtual characters whose suppression index is greater than a second threshold value, and generates a second virtual character set. Then, if the same virtual character exists between the first virtual character set and the second virtual character set, the same virtual character is determined as a first candidate virtual character. If the same candidate virtual character does not exist between the first virtual character set and the second virtual character set, the client directly determines a virtual character in the first virtual character set and the second virtual character set as a first candidate virtual character.

[0078] 2. Selecting a first virtual character from at least one first candidate virtual character based on character usage information of the first user.

[0079] In an embodiment of the present application, after obtaining the at least one first candidate virtual character, the client selects a first virtual character from the at least one first candidate virtual character based on character usage information of the first user in the first reference information.

[0080] In one possible implementation, the character usage information of the first user includes the first user's historical usage count for each first candidate virtual character, and the client determines the first candidate virtual character with the highest historical usage count as the first virtual character. In another possible implementation, the character usage information of the first user includes the first user's battle win rate for each first candidate virtual character, and the client determines the first candidate virtual character with the highest battle win rate as the first virtual character. Furthermore, in another possible implementation, the character usage information of the first user includes the first user's usage proficiency for each first candidate virtual character, and the client determines the first candidate virtual character with the highest usage proficiency as the first virtual character. Furthermore, in another possible implementation, the character usage information of the first user includes the first user's most recent usage time for each first candidate virtual character, and the client determines the most recently used first candidate virtual character as the first virtual character.

[0081] Of course, in other possible implementations, the client may select a first virtual character for the first user based solely on the character selection information of the first user, or the client may further select a first virtual character for the first user based solely on the character selection information of the competitive match.

[0082] When selecting a first virtual character for a first user based only on the character selection information of the first user, if the character usage information of the first user includes the first user's historical usage count for each virtual character, the client determines the virtual character with the highest historical usage count as the first virtual character. If the character usage information of the first user includes the first user's battle win rate for each virtual character, the client determines the virtual character with the highest battle win rate as the first virtual character. If the character usage information of the first user includes the first user's usage proficiency for each virtual character, the client determines the virtual character with the highest usage proficiency as the first virtual character. If the character usage information of the first user includes the first user's most recent use time for each virtual character, the client determines the most recently used virtual character as the first virtual character.

[0083] When selecting a first virtual character for a first user based only on the character selection information of a competitive match, if the second user is a teammate of the first user, the client determines the virtual character with the largest combination index as the first virtual character. If the second user is an enemy user of the first user, the client determines the virtual character with the largest suppression index as the first virtual character. Of course, if the second user includes a teammate and an enemy user of the first user, the client obtains one or more virtual characters whose combination index is greater than a certain numerical value, and generates a first virtual character group, and at the same time obtains one or more virtual characters whose suppression index is greater than another numerical value, and generates a second virtual character group. After that, if the same virtual character exists between the first virtual character group and the second virtual character group, the same virtual character with the highest combination index (or the highest suppression index) is determined as the first virtual character. If the same virtual character does not exist between the first virtual character group and the second virtual character group, the virtual character with the highest combination index (or the highest suppression index) is directly determined as the first virtual character.

[0084] The above introduces the selection method of the first virtual character. Optionally, in the embodiment of the present application, after the system selects the first virtual character, the user can change the first virtual character to another virtual character based on the actual situation. Referring to FIG. 6, FIG. 6 shows a flowchart of a selection method of a virtual character provided in another embodiment of the present application. The method can be applied to the terminal 10 of the game execution environment shown in FIG. 1, and for example, the execution subject of each step can be a client of an application program installed in the terminal 10. The selection method of the virtual character can include the following steps (601 to 605).

[0085] In step 601, in the character selection stage of a competitive match, a character selection interface is displayed.

[0086] In step 602, the amount of time remaining in the character selection phase is displayed.

[0087] In step 603, if the remaining time length meets the first condition and the first user has not selected a virtual character, display the character information of the first virtual character selected by the system for the first user in the character selection interface.

[0088] The above steps 601 to 603 are the same as steps 301 to 303 in the embodiment of FIG. 3, and may be specifically referred to the embodiment of FIG. 3, and will not be described repeatedly here.

[0089] In step 604, in response to a change operation on the first virtual character, the first virtual character is changed to a second virtual character.

[0090] In the embodiment of the present application, after displaying the character information of the first virtual character, the client continues to detect the character selection interface. If a change operation on the first virtual character is detected, the first virtual character is changed to a second virtual character, where the second virtual character is the virtual character indicated in the change operation. In this way, the usage demand of the first user can be taken into consideration, and the flexibility of the selection of the first virtual object can be improved.

[0091] Optionally, the character selection interface includes at least one virtual character option, and the user changes the first virtual character to another virtual character by a touch operation on a certain option. Here, the second virtual character is a virtual character corresponding to an option corresponding to a touch operation triggered and generated by the user. Optionally, when the client decides to change the first virtual character to a second virtual character, the client cancels the display of the character information of the first virtual character and the reminder mark corresponding to the character information of the first virtual character in the character selection interface, and further displays the character information of the second virtual character in the character selection interface. The character information of the second virtual character includes at least one of, but is not limited to, the name of the second virtual character, the appearance of the second virtual character, the avatar of the second virtual character, and the skill of the second virtual character.

[0092] In step 605, the character modification information is sent to the client of the second user.

[0093] In an embodiment of the present application, the client changes the first virtual character to a second virtual character and sends character change information to the client of the second user. Here, the character change information is for indicating that the first user has changed from the first virtual character to the second virtual character. The client of the second user is for displaying shortcut switching reminder information, and the shortcut switching reminder information is for shortcut switching from the third virtual character selected by the second user to the fourth virtual character. Optionally, the shortcut switching reminder information includes a selection of the fourth virtual character. Here, the shortcut switching reminder information can be displayed at any position of the character selection interface, and exemplarily, the shortcut switching reminder information is displayed near the corresponding third virtual character. In this way, the switching of the third virtual character can be quickly completed with respect to the switching of the first virtual character, thereby improving the efficiency of switching of the virtual characters.

[0094] Optionally, the client sends character change information to the client of the second user through the server. After that, the client of the second user receives the character change information, and combines the selected virtual characters of other users based on the second virtual character indicated in the character change information, flexibly adjusts the selected third virtual character of the second user, and generates shortcut switching reminder information. Here, the other users are other users who participate in the competitive battle other than the first user and the second user. It should be noted that the shortcut switching reminder information is only for providing the second user with a fourth virtual character that can be quickly switched, and specifically, whether to make a change to the third virtual character needs to be decided by the second user himself based on the actual situation.

[0095] Alternatively, when the second user is a teammate of the first user, the combination index between the fourth virtual character and the selected virtual character (including the second virtual character and the selected virtual character of the other user) is greater than the combination index between the third virtual character and the selected virtual character (including the second virtual character and the selected virtual character of the other user). When the second user is an enemy user of the first user, the inhibition index between the fourth virtual character and the selected virtual character (including the second virtual character and the selected virtual character of the other user) is greater than the inhibition index between the third virtual character and the selected virtual character (including the second virtual character and the selected virtual character of the other user). In this way, the rationality of switching the third virtual object can be improved.

[0096] Alternatively, if the time difference between the trigger time of the change operation on the first virtual character and the end time of the character selection stage of the second user is equal to or less than a certain value, the client of the second user may extend the time length of the character selection stage of the second user, where the value may be 0s, 1s, 2s, etc., and the embodiment of the present application is not limited thereto.

[0097] Optionally, after the system selects the first virtual character for the first user, the client can further send character change information to the client of the second user, so that the client of the second user displays shortcut switching reminder information in the character selection interface, the shortcut switching reminder information being for shortcut switching from the third virtual character selected by the second user to a fourth virtual character, where the first user and the second user belong to the same camp in the competitive battle.

[0098] As described above, in the technical solution provided in the embodiment of the present application, after the first virtual character is changed, the client of the second user can display shortcut switching reminder information, which improves the reliability of the virtual character selection, and thereby makes the camp formation more reasonable.

[0099] The above is an introduction to the automatic selection of a virtual character. Optionally, the system can also select skill information of a first user participating in a competitive match.

[0100] Optionally, the character selection interface includes at least one battle participation skill option. The battle participation skill is an action that can be selected before a competitive battle. A user can set a battle participation skill to a selected virtual character by a trigger operation on a certain skill option. In an embodiment of the present application, when the battle participation skill selection stage satisfies a second condition and the first user has not selected a battle participation skill, the character selection interface displays skill information of the first battle participation skill selected by the system for the first user.

[0101] The above second condition is a judgment condition for determining whether to set a battle participation skill for the first user, and the second condition can be flexibly set and adjusted based on actual circumstances, and the embodiments of the present application are not limited thereto.

[0102] In one possible implementation, the second condition is that the remaining time is less than or equal to a second value. Here, the second value may be any value greater than 0, such as 15s, 10s, 8s, 5s, etc., and the embodiment of the present application is not limited thereto. Optionally, in the battle participation skill selection stage, the client performs detection on the remaining time of the battle participation skill selection stage, and after the remaining time is less than or equal to the second value, the system sets the first battle participation skill to the first user. It should be noted that the second value may be a value preset by the system, or may be a value customized and set by the first user, and the embodiment of the present application is not limited thereto.

[0103] In another possible implementation manner, considering that the total time length of the battle participation skill selection stage corresponding to the first user may be different in different competitive battles, the above second condition is that the ratio of the remaining time length to the total time length of the battle participation skill selection stage is equal to or less than the second required value. Optionally, in the embodiment of the present application, in the battle participation skill selection stage, detection is performed on the remaining time length of the battle participation skill selection stage, and when the ratio of the remaining time length to the total time length of the battle participation skill selection stage is equal to or less than the above second required value, the system sets the first battle participation skill to the first user. It should be noted that the above second required value may be a value set by the system, or may be a value customized and set by the first user, and the embodiment of the present application is not limited thereto.

[0104] Of course, in an exemplary embodiment, the system can further obtain a division time point corresponding to the battle participation skill selection stage based on the above-mentioned second requirement value in advance. Here, the division time point is for separating the battle participation skill selection time length and the battle participation skill allocation time length from the total time length of the battle participation skill selection stage. The battle participation skill allocation time length is the time length during which the system can set the battle participation skill to the first user, and the battle participation skill selection time length is the time length during which the first user customizes and selects the battle participation skill. It should be noted that in the above-mentioned battle participation skill allocation time length, the user can also customize and select the battle participation skill, and in this case, when the client detects the user's selection operation for a certain battle participation skill, the system does not need to set the first battle participation skill to the first user, and directly determines the battle participation skill selected by the first user as the battle participation skill used by the first user in the competitive battle.

[0105] Furthermore, in another possible implementation manner, in order to improve the selection efficiency of the battle participation skill, the above second condition is that another user whose battle participation skill selection order is before the first user has completed character selection. Here, the other user is a user who is in the same camp as the first user in the competitive battle, and the completion of the battle participation skill selection is that the user selects the battle participation skill to be used and decides not to change the battle participation skill voluntarily. Optionally, in the embodiment of the present application, in the battle participation skill selection stage, the system performs detection on the battle participation skill selection status of the other user, and if it is determined that the other user whose battle participation skill selection order is before the first user has completed the battle participation skill selection, the system sets the first battle participation skill for the first user. Optionally, the basis for determining the above battle participation skill selection order is similar to the above character selection order determination method, and will not be described repeatedly here.

[0106] Optionally, the battle participation skill selection step may be the same as or different from the character selection step described above, and the embodiment of the present application is not limited thereto.

[0107] In one possible implementation, the start and end times of the battle participation skill selection stage and the character selection stage are the same, and both are in the same time period. Optionally, if the remaining time length of the character selection stage satisfies a first condition and the first user has not selected a virtual character, the system selects a first virtual character for the first user. If the remaining time length of the battle participation skill selection stage satisfies a second condition and the first user has not selected a battle participation skill, the system selects a first battle participation skill for the first user. Here, the first battle participation skill is any one or more battle participation skills among the at least one battle participation skill described above.

[0108] Illustratively, as shown in FIG. 7, the character selection interface 70 includes a selection 71 of a plurality of virtual characters. Thereafter, when the remaining time length of the character selection stage of the first user is a first numerical value and the first user has not selected a virtual character, the character selection interface 70 displays the appearance 72 of the first virtual character, the name 73 of the first virtual character, the skill 74 of the first virtual character, and the avatar 75 of the first virtual character. Furthermore, the character selection interface 70 includes a reminder mark 76 corresponding to the character information of the first virtual character, and the reminder mark 76 includes the text "System Help Selection". Thereafter, when the remaining time length of the battle participation skill selection stage is a second numerical value and the first user has not selected a battle participation skill, the system displays the first user a first battle participation skill 77 on the character selection interface 70. Thereafter, after the character selection stage (i.e., the battle participation skill selection stage) is completed, a competitive battle load interface 78 is displayed.

[0109] In another possible implementation manner, the start and end times of the battle participation skill selection phase and the character selection phase are different. Optionally, if the remaining time length of the character selection phase meets a first condition and the first user has not selected a virtual character, the system selects a first virtual character for the first user. Then, after the character selection phase ends, the battle participation skill selection phase is entered, and if the remaining time length of the battle participation skill selection phase meets a second condition and the first user has not selected a battle participation skill, the system selects a first battle participation skill for the first user.

[0110] Illustratively, as shown in FIG. 8, the character selection interface 80 includes a selection 81 of a plurality of virtual characters. Thereafter, when the remaining time length of the character selection stage of the first user is a first numerical value and the first user has not selected a virtual character, the character selection interface 80 displays an avatar 82 of the first virtual character. Furthermore, the virtual character selection interface 80 includes a reminder mark 83 corresponding to the character information of the first virtual character, and the reminder mark 83 includes the text "Select system help". Thereafter, when the remaining time length of the battle participation skill selection stage is a second numerical value and the first user has not selected a battle participation skill after the character selection stage is ended, the system displays a battle participation skill selection interface 84 to prompt the first user to select a first battle participation skill 85.

[0111] Of course, in other possible implementations, the start time of the battle participation skill selection phase and the character selection phase are the same, but the end times are different, for example, the end time of the battle participation skill selection phase is later than the end time of the character selection phase.

[0112] Optionally, when the client obtains the first battle participation skill, the system determines the first battle participation skill selected for the first user based on the second reference information, and displays skill information of the first battle participation skill in the character selection interface. Optionally, the second reference information includes, but is not limited to, at least one of the following: the type of the first virtual character, the skill selection information of the first user, and the skill selection information of the competitive battle. Here, the skill selection information of the first user is for indicating the historical skill usage status of the first user for the first virtual character, and the skill selection information of the competitive battle is for indicating the historical skill usage status of the full amount user for the first virtual character. Optionally, the full amount users are all users who have participated in the competitive battle provided to the application program, or the full amount users are users who have participated in the competitive battle provided to the application program and are similar to the first user, or the full amount users are users who will participate in the current competitive battle. In this way, the rationality of the selection of the first battle participation skill can be improved, thereby improving the user experience of the first user.

[0113] In one possible implementation manner, the second reference information includes a type of a first virtual character. The client determines an action of the first virtual character in a competitive match based on the type of the first virtual character, and determines a first match participation skill of the first virtual character based on the action. Optionally, the correspondence between the action and the match participation skill can be pre-stored in a setting list, and the client obtains the first match participation skill corresponding to the action by consulting the setting list.

[0114] In another possible implementation manner, the second reference information includes skill selection information of a first user, and the client obtains a history skill usage count of the first user for a first virtual character based on the skill selection information of the first user, and determines a battle participation skill with the largest history skill usage count as a first battle participation skill.

[0115] In another possible implementation manner, the second reference information includes skill selection information of a competitive battle. The client obtains the number of historical skill usages of a plurality of users for a first virtual character based on the skill selection information of the competitive battle, and determines a battle participation skill with the largest number of historical skill usages as a first battle participation skill.

[0116] Of course, in other possible implementation manners, the client may select a first match participation skill for the first user based on any one or more of the above second reference information.

[0117] It should be noted that in an exemplary embodiment, the system can further select other setting information, such as appearance, belongings, etc., for the first user based on the above second reference information.

[0118] The following apparatus embodiments of the present application may be for implementing the method embodiments of the present application. For details not disclosed in the apparatus embodiments of the present application, reference may be made to the method embodiments of the present application.

[0119] Referring to FIG. 9, FIG. 9 shows a block diagram of a virtual character selection device provided in one embodiment of the present application. The device has a function of implementing the above-mentioned virtual character selection method. The function may be implemented in hardware, or may be implemented by hardware executing corresponding software. The device may be a terminal, or may be provided in a terminal. The device 900 may include an interface display module 910, a time length display module 920, and a character display module 930.

[0120] The interface display module 910 is configured to display a character selection interface for a competitive match. The character selection interface is a user interface for selecting and displaying a virtual character that will participate in the competitive match.

[0121] The time length display module 920 is configured to display the remaining time length of the character selection phase.

[0122] The character display module 930 is configured to display, in the character selection interface, character information of a first virtual character selected by the system for the first user when the remaining time length satisfies a first condition and the first user has not selected a virtual character.

[0123] In an exemplary embodiment, the character display module 930 includes: The system is configured to determine the first virtual character selected for the first user based on first reference information, the first reference information including at least one of character usage information of the first user and character selection information of the competitive battle, the character usage information of the first user being for indicating a historical usage status of the first user for each virtual character, and the character selection information of the competitive battle being for indicating a virtual character selection status of a second user participating in the competitive battle other than the first user.

[0124] The character display module 930 is further configured to display character information of the first virtual character in the character selection interface.

[0125] In an exemplary embodiment, the process of selecting the first virtual character based on the first reference information is as follows.

[0126] determining at least one candidate virtual character based on character usage information of the first user; The first virtual character is selected from the at least one candidate virtual character based on character selection information for the competitive match.

[0127] In an exemplary embodiment, the step of determining at least one candidate virtual character based on the character usage information of the first user includes: determining, as the candidate virtual character, a virtual character whose historical usage count satisfies a first sub-condition, when the character usage information of the first user includes a historical usage count of each virtual character by the first user; determining, as the candidate virtual character, a virtual character whose battle win rate satisfies a second sub-condition, when the character usage information of the first user includes a battle win rate of the first user for each virtual character; When the character usage information of the first user includes a usage proficiency of the first user for each virtual character, determining a virtual character whose usage proficiency satisfies a third sub-condition as the candidate virtual character; and if the first user's character usage information includes the first user's most recent use time for each virtual character, determining as the candidate virtual character a virtual character whose most recent use time satisfies a fourth sub-condition.

[0128] In an exemplary embodiment, the step of selecting the first virtual character from the at least one candidate virtual character based on character selection information of the competitive match includes: determining a selected virtual character of the second user based on character selection information of the competitive match; obtaining a combination index and / or a suppression index between each of the candidate virtual characters and the selected virtual character, the combination index being for indicating a cooperation level between the candidate virtual character and the selected virtual character in the competitive battle, and the suppression index being for indicating a battle threat level between the candidate virtual character and the selected virtual character in the competitive battle; determining the first virtual character from the at least one candidate virtual character based on the combination index and / or the inhibition index.

[0129] In an exemplary embodiment, as shown in FIG. 10, the apparatus 900 further includes a mark display module 940 .

[0130] The mark display module 940 is configured to display a reminder mark corresponding to character information of the first virtual character in the character selection interface, the reminder mark being for marking the first virtual character as a virtual character assigned by the system for the first user.

[0131] In an exemplary embodiment, the system allows the first user to change the first virtual character to another virtual character after selecting the first virtual character, or does not allow the first user to change the first virtual character to another virtual character after selecting the first virtual character.

[0132] In an exemplary embodiment, as shown in FIG. 10, the apparatus 900 further includes a character modification module 950 and an information transmission module 960 .

[0133] The character modification module 950 is configured to modify the first virtual character to a second virtual character in response to a modification operation on the first virtual character.

[0134] The information sending module 960 is configured to send character change information to a client of a second user, the character change information being for indicating that the first user has changed the first virtual character to the second virtual character, and the client of the second user being for displaying shortcut switching reminder information, the shortcut switching reminder information being for shortcut switching from a third virtual character selected by the second user to a fourth virtual character.

[0135] In an exemplary embodiment, as shown in FIG. 10, the apparatus 900 further includes a skills display module 970 .

[0136] The skill display module 970 is configured to display skill information of the first battle participation skill selected by the system for the first user on the character selection interface when the remaining time length of the battle participation skill selection phase satisfies a second condition and the first user has not selected a battle participation skill.

[0137] In an exemplary embodiment, the skill display module 970 is configured to determine the first competition participation skill selected by the system for the first user based on second reference information, the second reference information including at least one of a type of the first virtual character, skill selection information of the first user, and skill selection information of the competitive competition, the skill selection information of the first user being for indicating the first user's historical skill usage for the first virtual character, and the skill selection information of the competitive competition being for indicating the total user's historical skill usage for the first virtual character.

[0138] The skill display module 970 is further configured to display skill information of the first battle participation skill in the character selection interface.

[0139] In an exemplary embodiment, after the system selects the first virtual character for the first user, a client of a second user displays shortcut switching reminder information in a character selection interface, the shortcut switching reminder information is for shortcut switching from a third virtual character selected by the second user to a fourth virtual character, and the first user and the second user belong to the same camp in the competitive battle.

[0140] In an exemplary embodiment, the character selection phase of at least one other user has the same start and end time as the character selection phase of the first user, and the other user and the first user belong to the same camp.

[0141] As described above, in the technical solution provided in the embodiment of the present application, when the remaining time length of the character selection stage meets the first condition and the first user has not selected a virtual character, the system selects a first virtual character for the first user and displays the character information of the first virtual character in the character selection interface, so that when the first user has not selected a virtual character, the character selection interface can display the character information of the first virtual character used by the first user in the competitive battle, which is convenient for other users to rationally arrange the lineup for the competitive battle based on the character information of the first virtual character, improves the rationality and reliability of other users' selection of virtual characters, and improves the user experience of the competitive battle.

[0142] It should be noted that the device provided in the above embodiment is described only by taking the division of each of the above functional modules as an example when implementing its functions. In actual application, the above functions can be assigned to different functional modules according to needs, that is, the internal structure of the device can be divided into different functional modules to implement all or part of the above functions. In addition, the device provided in the above embodiment belongs to the same concept as the method embodiment, and the specific implementation process of the device may be referred to the method embodiment, and will not be described again here.

[0143] Referring to FIG. 11, FIG. 11 shows a structural block diagram of a terminal 1100 provided in one embodiment of the present application. The terminal 1100 can be, for example, an electronic device such as a mobile phone, a tablet, a game host, an e-book reader, a multimedia playback device, a wearable device, a PC, etc. The terminal is for implementing the selection method of a virtual character provided in the above embodiment. The terminal can be the terminal 10 in the game execution environment shown in FIG. 1. Specifically, Typically, the terminal 1100 includes a processor 1101 and a memory 1102 .

[0144] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 may be implemented by adopting at least one hardware aspect of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor that processes data in a wake-up state, and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor that processes data in a standby state. In some embodiments, the processor 1101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that needs to be displayed by the display. In some embodiments, the processor 1101 may further include an AI (Artificial Intelligence) processor, which is for processing computation operations related to machine learning.

[0145] The memory 1102 may include one or more computer readable storage media, which may be non-transitory. The memory 1102 may further include high speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer readable storage media in the memory 1102 is for storing a computer program, which is configured to be executed by one or more processors, thereby implementing the above-described method for selecting a virtual character.

[0146] In some embodiments, the terminal 1100 further optionally includes a peripheral interface 1103 and at least one peripheral. The processor 1101, the memory 1102, and the peripheral interface 1103 may be connected by a bus or signal lines. Each peripheral may be connected to the peripheral interface 1103 by a bus, signal lines, or a circuit board. Specifically, the peripheral includes at least one of an RF circuit 1104, a display 1105, an audio circuit 1106, and a power supply 1107.

[0147] As will be appreciated by those skilled in the art, the structure shown in FIG. 11 is not intended to limit the terminal 1100 and may include more or fewer components than those shown, or may combine some components or employ different components in an arrangement.

[0148] An exemplary embodiment further provides a computer-readable storage medium having stored thereon a computer program, the computer program being adapted to implement the above-described method for selecting a virtual character when executed by a processor.

[0149] Optionally, the computer-readable storage medium may include ROM (Read Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or CD, etc. Here, the Random Access Memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0150] An exemplary embodiment further provides a computer program product, which, when executed by a processor, implements the above-described method for selecting a virtual character.

[0151] It should be explained that the information (including but not limited to the target device information, the target personal information, etc.), data (including but not limited to the data for analysis, the stored data, the displayed data, etc.) and signals related to the present application are all obtained with the permission of the target or with sufficient permission of the parties, and the collection, use and processing of the related data must comply with the relevant laws and regulations of the relevant countries and areas. For example, the user accounts, users, etc. related to the present application are obtained with sufficient permission.

[0152] As can be understood, "multiple" referred to in this specification means two or more than two. "And / or" represents a relation between related objects, and indicates that three kinds of relations can exist. For example, "A and / or B" can represent that only A exists, that A and B exist simultaneously, or that only B exists. The symbol " / " usually represents that there is an "or" relation between the related objects before and after. Furthermore, the step numbers described in this specification exemplarily show only one possible execution order between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers. For example, two differently numbered steps may be executed simultaneously, or two differently numbered steps may be executed in the reverse order of the drawings, and the embodiments of the present application are not limited thereto.

[0153] The above are merely illustrative embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. within the spirit and principle of the present application should be included within the scope of protection of the present application.

Claims

1. A method for selecting a virtual character, the method comprising: displaying a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying virtual characters participating in the competitive match; displaying a remaining time length for the character selection phase; If the remaining time length satisfies a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface; There is at least one other user's character selection stage having the same start time and end time as the start time and end time of the character selection stage of the first user, and the other user and the first user belong to the same camp in the competitive battle; The method for selecting a virtual character, wherein character information of the selected first virtual character is displayed to the other users.

2. The step of displaying character information of a first virtual character selected by the system for the first user in the character selection interface includes: a step of the system determining the first virtual character selected for the first user based on first reference information, the first reference information including at least one of character usage information of the first user and character selection information of the competitive match, the character usage information of the first user being for indicating a historical usage status of the first user for each virtual character, and the character selection information of the competitive match being for indicating a virtual character selection status of a second user participating in the competitive match other than the first user; displaying character information of the first virtual character in the character selection interface; The method for selecting a virtual character according to claim 1 .

3. The step of selecting the first virtual character based on the first reference information includes: determining at least one candidate virtual character based on character usage information of the first user; selecting the first virtual character from the at least one candidate virtual character based on character selection information of the competitive match. The method for selecting a virtual character according to claim 2 .

4. The step of determining at least one candidate virtual character based on the character usage information of the first user includes: determining, as the candidate virtual character, a virtual character whose historical usage count satisfies a first sub-condition, when the character usage information of the first user includes a historical usage count of each virtual character by the first user; determining, when the character usage information of the first user includes a battle win rate of the first user for each virtual character, a virtual character whose battle win rate satisfies a second sub-condition as the candidate virtual character; When the character usage information of the first user includes a usage proficiency of the first user for each virtual character, determining a virtual character whose usage proficiency satisfies a third sub-condition as the candidate virtual character; and when the character usage information of the first user includes a most recent usage time of each virtual character by the first user, determining a virtual character whose most recent usage time satisfies a fourth sub-condition as the candidate virtual character. The method for selecting a virtual character according to claim 3 .

5. The step of selecting the first virtual character from the at least one candidate virtual character based on character selection information of the competitive match includes: determining a selected virtual character of the second user based on character selection information of the competitive match; obtaining a combination index and / or a suppression index between each of the candidate virtual characters and the selected virtual character, the combination index being for indicating a cooperation level between the candidate virtual character and the selected virtual character in the competitive battle, and the suppression index being for indicating a battle threat level between the candidate virtual character and the selected virtual character in the competitive battle; determining the first virtual character from the at least one candidate virtual character based on the combination index and / or the suppression index; The method for selecting a virtual character according to claim 3 .

6. A method for selecting a virtual character, executed by a terminal, comprising: displaying a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying virtual characters participating in the competitive match; displaying a remaining time length for the character selection phase; If the remaining time length satisfies a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface; The method for selecting a virtual character further comprises: A method for selecting a virtual character, comprising the step of displaying a reminder mark corresponding to character information of the first virtual character in the character selection interface, the reminder mark being for marking the first virtual character as a virtual character assigned by the system for the first user.

7. After the system selects the first virtual character, the first user is permitted to change the first virtual character to another virtual character; Or, After the system selects the first virtual character, the system does not allow the first user to change the first virtual character to another virtual character. The method for selecting a virtual character according to claim 1 .

8. A method for selecting a virtual character, executed by a terminal, comprising: displaying a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying virtual characters participating in the competitive match; displaying a remaining time length for the character selection phase; If the remaining time length satisfies a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface; After the system displays character information of the first virtual character selected for the first user on the character selection interface, the virtual character selection method further includes: changing the first virtual character to a second virtual character in response to a change operation on the first virtual character; sending character change information to a client of a second user, the character change information being for indicating that the first user has changed the first virtual character to the second virtual character; The method for selecting a virtual character, wherein the client of the second user is for displaying shortcut switching reminder information, and the shortcut switching reminder information is for shortcut switching from a third virtual character selected by the second user to a fourth virtual character.

9. The method for selecting a virtual character further comprises: When the remaining time length of the battle participation skill selection stage satisfies a second condition and the first user has not selected a battle participation skill, the system includes a step of displaying skill information of a first battle participation skill selected for the first user on the character selection interface; The method for selecting a virtual character according to claim 1 .

10. The step of displaying skill information of a first battle participation skill selected by the system for the first user on the character selection interface includes: a step of the system determining the first battle participation skill selected for the first user based on second reference information, the second reference information including at least one of a type of the first virtual character, skill selection information of the first user, and skill selection information of the competitive battle, the skill selection information of the first user being for indicating a historical skill usage state of the first user for the first virtual character, and the skill selection information of the competitive battle being for indicating a historical skill usage state of all users for the first virtual character; Displaying skill information of the first battle participation skill on the character selection interface. The method for selecting a virtual character according to claim 9.

11. A method for selecting a virtual character, executed by a terminal, comprising: displaying a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying virtual characters participating in the competitive match; displaying a remaining time length for the character selection phase; If the remaining time length satisfies a first condition and the first user has not selected a virtual character, displaying character information of a first virtual character selected by the system for the first user on the character selection interface; After the system selects the first virtual character for the first user, a client of a second user displays shortcut switching reminder information in a character selection interface, the shortcut switching reminder information being for a shortcut switching from a third virtual character selected by the second user to a fourth virtual character; A method for selecting a virtual character, wherein the first user and the second user belong to the same camp in the competitive battle.

12. A selection device for a virtual character, comprising: an interface display module configured to display a character selection interface for a competitive match, the character selection interface being a user interface for selecting and displaying a virtual character participating in the competitive match; a time length display module configured to display a remaining time length of the character selection phase; a character display module configured to display, in the character selection interface, character information of a first virtual character selected by the system for the first user when the remaining time length satisfies a first condition and a first user has not selected a virtual character; There is at least one other user's character selection stage having the same start time and end time as the start time and end time of the character selection stage of the first user, and the other user and the first user belong to the same camp in the competitive battle; A virtual character selection device, wherein character information of the selected first virtual character is displayed to the other users.

13. A terminal comprising: a memory for storing a computer program; and a processor for loading and executing the computer program to realize the method for selecting a virtual character according to any one of claims 1 to 11.

14. A computer program causing a computer to execute the method for selecting a virtual character according to any one of claims 1 to 11.

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