Virtual scene interaction processing method and apparatus, electronic equipment and computer program
The method enhances virtual scene interaction efficiency by enabling a single slide operation to select and set the marching route of a virtual team, addressing the high operational difficulty and resource consumption in existing systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2023-08-16
- Publication Date
- 2026-04-20
AI Technical Summary
The efficiency of interaction in virtual scenes, such as games, is low due to the need for multiple clicks or operations to select options, leading to high operational difficulty.
A method and apparatus that allows for a single slide operation to select and set the marching route of a virtual team, displaying team indicators and routes based on a click and slide interaction, reducing the number of steps required.
Improves interaction efficiency, lowers operational difficulty, and saves computational resources by allowing selection of multiple options with a single slide operation, enhancing user experience.
Smart Images

Figure 0007848356000001 
Figure 0007848356000002 
Figure 0007848356000003
Abstract
Description
Technical Field
[0001] This application claims priority based on a Chinese patent application filed with the Chinese Patent Office on September 23, 2022, with an application number of 202211165140.5, and incorporates all of its content herein by reference.
[0002] This application relates to the technical field of computers, and particularly to a method and apparatus for interaction processing of virtual scenes, an electronic device, and a computer program.
Background Art
[0003] With the display technology based on graphics processing hardware, the means for perceiving the environment and acquiring information has been expanded. In particular, the display technology of virtual scenes can realize various interactions between virtual objects (objects) controlled by users or artificial intelligence according to actual application needs. There are various typical application scenarios. For example, in virtual scenes such as games, the real battle process between virtual objects can be simulated.
[0004] When a user controls a virtual object in a virtual scene by clicking on multiple controls in a human-computer interaction interface, when trying to select multiple types of options, usually, it is necessary to perform multiple clicks or other operations on multiple controls. The difficulty of operation is high and the operation efficiency is low. In other words, regarding the problem that the efficiency of interaction in a virtual scene is not high, there is still no effective solution in the related technology.
Summary of the Invention
Problems to be Solved by the Invention
[0005] The embodiments of this application aim to provide a method and apparatus for interaction processing of virtual scenes, an electronic device, and a computer program that can improve the efficiency of interaction in virtual scenes. [Means for solving the problem]
[0006] According to embodiments of this application, a method for processing virtual scene interactions is provided, the method is performed by an electronic device, and the method is Display a virtual scene and at least one team control, the virtual scene containing multiple teams participating in the interaction; In response to the first click (also called "tap") operation on the first team control, the IDs of the multiple teams are displayed; A first slide operation is performed, and in response to the first slide operation passing the first team's sign, the sign of the first team is displayed based on the selection state, and of which the first slide operation is performed from the click position of the first click operation if the first click operation is kept from being released; and In response to the release of the first slide operation, the process includes displaying the marching route of the first team based on the selected state, the marching route of which is set by the first slide operation.
[0007] According to embodiments of this application, a virtual scene interaction processing device is provided, the device is Includes a display module and a selection module, The display module is configured to display a virtual scene and also to display at least one team control, the virtual scene including multiple teams participating in the interaction, The display module is further configured to display indicators for the multiple teams in response to a first click operation on the first team control. The selection module is configured to display the sign of the first team based on the selection state in response to a first slide operation and the first slide operation passing the sign of the first team, wherein the first slide operation is performed from the click position of the first click operation in order to maintain the first click operation in a state where the first click operation is not released. The selection module is further configured to display the marching route of the first team based on the selection state when the first slide operation is released, and the marching route is set by the first slide operation.
[0008] According to embodiments of this application, an electronic device is provided, which is, A memory device that stores computer-executable instructions (computer programs); and Includes a processing unit connected to the memory, The processor is configured to implement the virtual scene interaction processing method provided in the embodiment of this application by executing computer-executable instructions stored in the memory.
[0009] According to embodiments of this application, a computer-readable storage medium is provided which stores computer-executable instructions, and when these instructions are executed by a processor, the processor causes the processor to implement a virtual scene interaction processing method provided in embodiments of this application.
[0010] According to embodiments of the present application, a computer program product is provided which includes a computer program or a computer-executable instruction, and when the computer program or computer-executable instruction is executed by a processor, the processor causes the processor to implement a virtual scene interaction processing method provided in embodiments of the present application. [Effects of the Invention]
[0011] The first slide operation, starting with the first team control, allows selection of two different options: team and route. The first slide operation also sets the marching route corresponding to the first team. Compared to the traditional method where only one type of option can be selected each time, this reduces the number of steps in the operation, improves the efficiency of interaction in the virtual scene, and saves computational resources required for the virtual scene. Furthermore, it lowers the difficulty of operation for the user and increases the user's freedom of choice, thereby improving the user experience. [Brief explanation of the drawing]
[0012] [Figure 1A] This figure shows the application of the virtual scene interaction processing method provided in the embodiment of this application. [Figure 1B] This figure shows the application of the virtual scene interaction processing method provided in the embodiment of this application. [Figure 2] This figure shows the configuration of the terminal device 400 provided in the embodiment of this application. [Figure 3A] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3B] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3C] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3D] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3E] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3F] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 3G] This is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application. [Figure 4A] It is a flowchart of a method for processing interactions in a virtual scene provided by an embodiment of the present application. [Figure 4B] It is a flowchart of a method for processing interactions in a virtual scene provided by an embodiment of the present application. [Figure 5A] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5B] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5C] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5D] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5E] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5F] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 5G] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 6A] It is a flowchart of a method for processing interactions in a virtual scene provided by an embodiment of the present application. [Figure 6B] It is a flowchart of a method for processing interactions in a virtual scene provided by an embodiment of the present application. [Figure 7A] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 7B] It is a diagram showing a human-computer interaction interface provided by an embodiment of the present application. [Figure 7C]This figure shows a human-computer interaction interface provided in an embodiment of the present application. [Figure 7D] This figure shows a human-computer interaction interface provided in an embodiment of the present application. [Modes for carrying out the invention]
[0013] To further clarify the purpose, technical proposal, and advantages of this application, the application will be described in more detail below, along with the drawings. The embodiments described are not limiting to this application, and all other embodiments that a person skilled in the art could obtain without creative work are also covered by this application.
[0014] In the following explanation, the phrase “several embodiments” means a subset of all possible embodiments, but as can be understood, “several embodiments” may be the same subset or different subsets of all possible embodiments, and can be combined with each other as long as they do not contradict each other.
[0015] Furthermore, in the following description, the terms “first / second…” are used solely to distinguish similar subjects and do not represent a specific order of subjects. To make it clear, “first / second…” may be interchanged in any particular order so that, where permitted, the embodiments of this application described herein are carried out in an order other than that illustrated or described herein.
[0016] To ensure understanding, with regard to relevant data such as user information and user feedback data in the embodiments of this application, user permission or consent must be obtained when the embodiments of this application are applied to a product or technology, and the collection, use, and processing of relevant data must comply with the relevant laws and standards of the relevant countries and regions.
[0017] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as those generally understood by those skilled in the art. The terms used herein are for the sole purpose of describing the embodiments of this application and are not intended to limit this application.
[0018] Before describing the embodiments of this application in detail, the nouns and terms relating to the embodiments of this application will be explained. The nouns and terms relating to the embodiments of this application are suitable for the following interpretations.
[0019] 1) Virtual Scene: A scene that is output using a machine and is distinct from the real world. Visual perception of the virtual scene can be formed with the naked eye or with machine assistance. For example, it can be a 2D image output by a display screen, a 3D image output using stereoscopic display technologies such as stereoscopic projection, virtual reality, and augmented reality, and various other perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception, and motion perception, can also be formed using various possible hardware. The virtual scene may also be a game virtual scene.
[0020] 2) ~in response to / in response to: Used to indicate a condition or state on which an operation to be performed depends. When the dependent condition or state is satisfied, one or more operations to be performed may be in real time or may have a set delay. Unless otherwise specified, there is no restriction on the order in which the operations to be performed can be performed.
[0021] 3) Virtual Objects: These are objects that interact with users in a virtual scene and can remain still, move, and perform various actions (behaviors) under the control of a user or a robot program (e.g., an AI-based robot program). Examples include various characters in a game. Examples include user-controlled virtual objects, virtual monsters, and non-player characters (NPCs).
[0022] Embodiments of this application provide a method for processing virtual scene interactions, a virtual scene interaction processing device, an electronic device, a computer-readable storage medium, and a computer program product, which can improve the efficiency of interactions in a virtual scene.
[0023] The following describes exemplary applications of the electronic device provided in the embodiments of this application. The electronic device provided in the embodiments of this application may be implemented as various types of user terminals (i.e., terminal devices) such as notebook computers, tablet computers, desktop computers, set-top boxes, mobile machines (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable game consoles, etc.), and in-vehicle terminals, or it may be implemented as a server. Below, exemplary applications in which a terminal device independently implements the embodiments of this application, and exemplary applications in which a terminal device and a server work together to realize the embodiments of this application will be described in detail.
[0024] One implementation scenario is shown in Figure 1A, which illustrates the application of the virtual scene interaction processing method provided in the embodiment of this application. This implementation scenario is suitable for several application modes, such as standalone / offline games, where the calculation of the relevant data of the virtual scene can be completed entirely by the computing power of the graphics processing hardware of the terminal device 400, and the output of the virtual scene can be completed by various different types of terminal devices 400, such as smartphones, tablet computers, and virtual reality / augmented reality devices.
[0025] Examples of graphics processing hardware types include central processing units (CPUs) and graphics processing units (GPUs).
[0026] When forming a visual perception of a virtual scene, the terminal device 400 calculates the data necessary for display by graphics computing hardware, completes the loading, analysis, and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene using graphics output hardware, for example, video frames that can realize a two-dimensional display effect on a smartphone display screen, or video frames that can be projected onto the lenses of augmented reality / virtual reality glasses to realize a three-dimensional display effect. Furthermore, in order to enrich the perception effect, the terminal device 400 may further form one or more of auditory perception, tactile perception, motion perception, and gustatory perception using different hardware.
[0027] As an example, terminal device 400 runs a client (e.g., a standalone game application), and during the execution of the client, it outputs a virtual scene including role-playing, which may be an environment for game characters to interact with, for example, a plain, street, or valley where game characters compete. The first virtual object may be a game character controlled by the user, that is, the first virtual object is controlled by the actual user and moves in the virtual scene in response to the actual user's operations on a controller (including a touch panel, voice control switch, keyboard, mouse, stick, etc.). For example, when the actual user moves the stick to the right, the first virtual object moves to the right in the virtual scene, and can also be controlled to stop, jump, or perform a shooting operation.
[0028] For example, a virtual scene may be a game virtual scene, a user may be a player, multiple teams may be teams commanded by players, and each team may include at least one virtual object, which may be a virtual object controlled by other players or artificial intelligence. The following explanation will be provided in conjunction with the above example.
[0029] As an example, as shown in Figure 1A, a virtual scene 100 is displayed on the human-computer interaction interface of the terminal device 400, and at least one team control is also displayed, of which the virtual scene includes multiple teams participating in the interaction. The user clicks the first team control 101A, and the human-computer interaction interface of the terminal device 400 displays indicators for multiple teams. If the click operation is kept from being released, the terminal device 400 receives a slide operation performed from the click position of the click operation, and displays the first team indicator 102A based on the selection state, depending on the slide operation that has passed the first team indicator 102A. When the slide operation is released, the terminal device 400 displays the first team's marching route 103A based on the selection state, of which the marching route 103A is set by the slide operation described above. In this way, a single slide operation can realize a selection operation for two different types of options, improving the efficiency of interaction in the virtual scene.
[0030] Before explaining Figure 1B, let's first introduce the game modes related to the scheme implemented by the terminal device and the server working together. The scheme implemented by the terminal device and the server working together mainly includes two types of game modes: local game mode and cloud game mode. Local game mode refers to the process where the terminal device and the server work together to execute the game processing logic. Of the operation commands that the player inputs to the terminal device, some are processed by the terminal device, and the other part is processed by the server. The game logic processing performed by the server is often more complex and requires more computing power. Cloud game mode refers to the process where the game logic processing is entirely performed by the server, and the game scene data is rendered as audio and video streams by the cloud server and transmitted to the terminal device via the network for display. The terminal device only needs to have basic streaming media playback capabilities and the ability to receive and send player operation commands to the server.
[0031] Another implementation scenario is shown in Figure 1B, which illustrates the application of the virtual scene interaction processing method provided in the embodiment of this application, applied to terminal device 400 and server 200. This implementation scenario is suitable for an application mode in which the calculation of the virtual scene is completed depending on the computing power of server 200 and the virtual scene is output by terminal device 400.
[0032] Taking the formation of a visual perception of a virtual scene as an example, the server 200 calculates virtual scene-related display data (e.g., scene data) and transmits it to the terminal device 400 via the network 300. The terminal device 400, depending on the graphics computing hardware, completes the loading, analysis, and rendering of the calculated display data, and, depending on the graphics output hardware, outputs the virtual scene to form a visual perception. For example, this may involve displaying a two-dimensional video frame on the display screen of a smartphone, or projecting a video frame capable of realizing a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. As for the perception of the virtual scene in terms of format, as can be understood, the corresponding hardware output of the terminal device 400 may be used, for example, by using a microphone to form an auditory perception or a vibrator to form a tactile perception.
[0033] As an example, terminal device 400 runs a client (e.g., a network version of a game application), and during the execution of the client, it outputs a virtual scene including role-playing, which may be an environment for game characters to interact with, for example, a plain, a street, or a valley for game characters to compete against each other. The first virtual object may be a game character controlled by the user, that is, the first virtual object is controlled by the actual user and moves in the virtual scene in response to the actual user's operations on a controller (e.g., a touch panel, voice control switch, keyboard, mouse, stick, etc.), for example, when the actual user moves the stick to the right, the first virtual object moves to the right in the virtual scene, and can also stop, jump, perform shooting operations, or use virtual skills.
[0034] For example, a virtual scene may be a game virtual scene, server 200 may be a server of a game platform, a user may be a player, multiple teams may be teams commanded by players, and each team may include at least one virtual object, which may be a virtual object controlled by another player or artificial intelligence. The following explanation will be based on the above example.
[0035] As an example, server 200 executes a game process and sends data of the corresponding game screen to terminal device 400, displaying a virtual scene 100 on terminal device 400's human-computer interaction interface, and also displaying at least one team control, of which the virtual scene includes multiple teams participating in the interaction, the user clicks the first team control 101A, and the human-computer interaction interface of terminal device 400 is provided with indicators for multiple teams. If the click operation is kept from being released, terminal device 400 receives a slide operation performed from the click position of the click operation and displays the first team indicator 102A based on the selection state, in accordance with the slide operation that has passed the first team indicator 102A. In response to the release of the slide operation, terminal device 400 displays the first team's marching route 103A based on the selection state, of which the marching route is set by the slide operation described above. In this way, a single slide operation can realize a selection operation for two different types of options, improving the efficiency of interaction in the virtual scene.
[0036] In some embodiments, the terminal device 400 can implement the virtual scene interaction processing method provided in the embodiments of this application by executing a computer program. For example, the computer program may be a native program or software module in the operating system (OS), or a local application program (APP, APPlication), that is, a program that can be executed by being installed on the OS. For example, it may be a card game APP, or an applet, that is, a program that can be executed simply by being downloaded to a browser environment, or a game applet that can be embedded in any APP. In summary, the computer program described above may be any form of application program, module, or plugin.
[0037] Taking the computer program as an application program as an example, in actual implementation, an application program that supports the virtual scene is installed and executed on the terminal device 400. The application program may be any one of the following: a first-person shooting game (FPS), a third-person shooting game, a virtual reality application program, a 3D map program, or a multiplayer gunfight survival game. The user uses the terminal device 400 to manipulate a virtual object in the virtual scene to perform an activity, which includes, but is not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and constructing a virtual building. For example, the virtual object may be a virtual person, such as a simulated human character or an anime character.
[0038] For example, a server may be an independent physical server, a group of multiple physical servers or a distributed system, or a cloud server capable of providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. A terminal device may be, but is not limited to, a smartphone, tablet computer, notebook computer, desktop computer, smart speaker, or smartwatch. The terminal device and the server may be connected directly or indirectly by wired or wireless communication, but this is not limited to the embodiments of this application.
[0039] The embodiments of this application may also be realized by cloud technology, which is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc., based on the Cloud Computing Business Model Application, forming a resource pool that can be used on demand, is flexible and convenient. Cloud computing technology is expected to be an important support. Background services of technical network systems require large amounts of computing and storage resources, such as video websites, image websites, and many portable websites. With the rapid development and application of the internet industry, and the promotion of search services, social networks, mobile commerce, open collaboration, etc., it is possible that each product will be given a unique hash code identification mark in the future, all of which will need to be sent to a background system for logical processing, and different levels of data will be processed individually, and data from each industry will also need to be supported by a powerful system, which can only be realized through cloud computing.
[0040] Referring to Figure 2, which shows the configuration of a terminal device 400 provided in an embodiment of the present application, the terminal device 400 shown in Figure 2 includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal device 400 is connected by a bus system 440. For ease of understanding, the bus system 440 is used to enable connection communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. For convenience, in Figure 2, the various buses are referred to as the bus system 440.
[0041] The processor 410 may be an integrated circuit chip, possessing signal processing capabilities, and may be, for example, a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, individual gate or transistor logic device, or individual hardware component, among which the general-purpose processor may be a microprocessor or any conventional processor.
[0042] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, such as a speaker for outputting sound, a visual display for outputting images, etc. The user interface 430 may further include one or more input devices 432, one or more input devices 442 that include user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera head, other input buttons and controls.
[0043] The memory unit 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory unit 450 optionally includes one or more storage devices located physically remote from the processor 410.
[0044] The memory unit 450 includes volatile memory or non-volatile memory, and may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random-access memory (RAM). The memory unit 450 described in the embodiments of this application is intended to include any suitable type of memory.
[0045] In some embodiments, the memory 450 can store data to support various operations, and examples of this data include programs, modules, and data structures or subsets or supersets thereof. These are described below by example.
[0046] Operating System (OS) 451: A system program used to handle various basic system services and perform hardware-related tasks, including, for example, a framework layer, a core library layer, and a driver layer, to handle various basic services and realize hardware-based tasks.
[0047] Network communication module 452: configured to reach other computing devices via one or more (wired or wireless) network interfaces 430, exemplary network interfaces 430 including Bluetooth, Wireless Compliance Authentication (WiFi), and Universal Serial Bus (USB).
[0048] Display module 453: Configured to display information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with the user interface 440.
[0049] Input processing module 454: Configured to detect user input or interaction from one or more input devices 432 and to process the detected input or interaction (e.g., translate).
[0050] In some embodiments, the virtual scene interaction processing device provided in the embodiments of this application may be implemented in software. Figure 2 shows a virtual scene interaction processing device 455 stored in memory 450, which may be software in the form of programs and plug-ins, and includes the following software modules: namely, a display module 4551 and a selection module 4552. Since these modules are logical, they can be combined or divided in any way depending on the function to be implemented. The function of each module will be described below.
[0051] In conjunction with the exemplary application and implementation of the terminal device provided in the embodiments of this application, the interaction processing method for a virtual scene provided in the embodiments of this application will be described.
[0052] Referring to Figure 3A, which is a flowchart of the virtual scene interaction processing method provided in the embodiment of this application, with the terminal device 400 in Figure 1A as the execution entity. The following explanation will be given in conjunction with the steps shown in Figure 3A.
[0053] Step 301 displays a virtual scene and also displays at least one team control.
[0054] For example, the virtual scene may be a game virtual scene, and the virtual scene may include multiple teams participating in the interaction, with each team including at least one virtual object.
[0055] In some embodiments, different team controls correspond to different team division (classification) methods for multiple virtual objects in the first faction, and multiple teams are obtained by classifying multiple virtual objects in the first faction according to the team classification method of the first team control. The team classification method is a classification method that classifies multiple virtual objects in the same faction into different teams. The first faction may be the faction in which the user (i.e., the virtual objects controlled by the user) resides, and the second faction may be the adversary or cooperative faction of the first faction. The following explanation will be given in conjunction with the examples described above.
[0056] As an example, refer to Figure 5A, which shows a human-computer interaction interface provided in an embodiment of the present application. The human-computer interaction interface of terminal device 400 displays a virtual scene 502A and a number of team controls including a first team control 501A. The virtual scene 502A includes two different factions, of which the first faction's territory is at first position 503A and the second faction's territory is at second position 504A. The first faction includes virtual object 1, virtual object 2, virtual object 3, virtual object 4, and virtual object 5. The names and information of the virtual objects are displayed on one side of the virtual scene for easy viewing by the user.
[0057] In some embodiments, referring to Figure 4A, which is a flowchart of the interaction processing method for a virtual scene provided in an embodiment of this application, the team classification method corresponding to each team control is determined by the following steps 3011A to 3017A before step 301. These steps will be described in detail below.
[0058] Step 3011A obtains the total number of virtual targets in the first faction and the state parameters of each virtual target.
[0059] As an example, one faction may contain more or fewer virtual targets, and in the embodiment of this application, the total number of virtual targets in the first faction is 5, which is used as an example (corresponding to Figure 5A). The state parameters of a virtual target may include at least one of the following types of parameters: life points (Hit Points), attack power, and the number of virtual resources (e.g., virtual gold coins) possessed by the virtual target.
[0060] In step 3012A, a predetermined ratio of members is obtained.
[0061] As an example, the member ratio is the ratio between the number of members in each team corresponding to the team control and the total number of members. For example, team control is used to divide multiple virtual subjects of one faction into two teams, namely the first team and the second team, where the member ratio of the first team is P1 and the member ratio of the second team is P2. In this case, both P1 and P2 are greater than 0 and less than 1, and P1 + P2 = 1.
[0062] In step 3013A, the following process is performed for each team control, namely, the number of members for each team is obtained by multiplying the total number by the ratio of the number of members for each team.
[0063] As an example, continuing the explanation based on the above example, if P1 is 0.2 and P2 is 0.8, then the number of members in the first team is 5 * 0.2 = 1, and the number of members in the second team is 5 * 0.8 = 4.
[0064] In step 3014A, a descending sort list is obtained by sorting multiple virtual objects in descending order based on the state parameters of each virtual object.
[0065] As an example, the following process is performed for each virtual object: a weighted sum is applied to the state parameters of each type of virtual object, and the value obtained from the weighted sum is taken as the sum of the state parameters of the virtual object. A descending sort list of virtual objects in the first camp is obtained by sorting them in descending order according to the order of the sum of state parameters from highest to lowest. For example, the sum of the state parameters of virtual objects can be calculated in the following way: Sum of status parameters = 0.6 * HP + 0.2 * Attack Power + 0.2 * Number of virtual resources possessed by the virtual target That is the case.
[0066] In step 3015A, multiple teams are sorted in ascending order based on the number of members in each team to obtain an ascending sorted list.
[0067] As an example, the order of teams in an ascending sort list represents the order of virtual objects in team division. For instance, if the first team has 1 member and the second team has 4 members, the first team's order in the ascending sort list is 1, and the second team's order is 2. According to this order, the state parameters of virtual objects classified into the first team are higher than those of the second team.
[0068] In step 3016A, the following process is performed for each team according to their order in the ascending sort list: that is, starting from the beginning of the descending sort list, the virtual objects in the descending sort list are classified based on the number of members in the team, thereby obtaining a virtual object corresponding to each team.
[0069] As an example, let us assume the following: the order of the virtual objects in the descending sort list is virtual object 3, virtual object 2, virtual object 1, virtual object 4, and virtual object 5. In this case, the virtual object whose order in the descending sort list is 1 (i.e., virtual object 3) is classified into the first team, and the virtual objects whose orders in the descending sort list are 2 through 5 (i.e., virtual object 2, virtual object 1, virtual object 4, and virtual object 5) are classified into the second team.
[0070] Step 3017A generates a team classification scheme for team control based on the number of members in each team and the virtual objects included within them.
[0071] As an example, the number of members in each team and the virtual targets included in them are associated with the team, and the number of members corresponding to each team and the corresponding virtual targets for each team are associated with the team control. When the team control is triggered, the virtual targets in the faction are automatically classified into the corresponding team according to the team classification method.
[0072] In the embodiments of this application, based on the team classification method described above, virtual targets with higher capabilities are classified for teams with fewer members, thereby making the capabilities of each team more uniform, which is advantageous for improving the efficiency of the matches and saving computational resources required for the virtual scene.
[0073] In some embodiments, when there are multiple team controls, displaying at least one team control may be achieved in the following manner: that is, displaying a team control corresponding to a recommended team classification method based on the selection state; and displaying a team control corresponding to a non-recommended team classification method based on the unselected state.
[0074] For example, the selected state may be represented by a display method that distinguishes it from other team controls, such as highlighting it, making the line thicker, displaying it in a different color, or adding special animation effects.
[0075] Referring to Figure 7A, which shows a human-computer interaction interface provided in an embodiment of the present application, controls 701, 702, 703, and 704 are different team controls, of which control 701 is a team control corresponding to a recommended team classification scheme displayed in a selected state (e.g., by thickening the line). Controls 702, 703, and 704 are team controls displayed based on an unselected state.
[0076] In some embodiments, prior to step 301, the recommended team classification method is determined in the following manner: a second machine learning model is invoked to perform strategy prediction processing based on the current game data of the virtual scene, and the recommended team classification method is obtained.
[0077] As an example, the current game data includes the total number of virtual targets in the first faction, the total number of virtual targets in the second faction, the state parameters of each virtual target in the first faction, and the state parameters of each virtual target in the second faction. The second faction is the opposing faction of the first faction.
[0078] The second machine learning model is obtained by training it with game data, which includes the team classification schemes of different factions in at least one game, the state parameters of the virtual target in each team, and the game results, of which the label corresponding to the winning faction's team classification scheme is 1, and the label corresponding to the losing faction's team classification scheme is 0.
[0079] For example, the second machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, or a support vector machine, and the embodiments of this application do not specifically limit the type of the second machine learning model.
[0080] In some embodiments, the recommended team classification scheme includes at least one of the following types of team classification schemes: namely, the team classification scheme with the highest winning percentage, the team classification scheme with the highest frequency of use, and the team classification scheme used last time.
[0081] Continuing with Figure 3A, in step 302, in response to the first click operation on the first team control, multiple team markers are displayed.
[0082] As an example, the multiple teams corresponding to the displayed team markers belong to the same faction, and the markers may be icons. Refer to Figure 5B, which is a diagram showing the human-computer interaction interface provided in an embodiment of the present application. When a first click operation is received for the first team control 501A, compared to Figure 5A, the first team control 501A moves upward from among the multiple team controls to indicate that the first team control 501A has been selected, and the marker for the first team 501B and the marker for the second team 502B are displayed.
[0083] In step 303, the first slide operation is performed, and the first slide operation passes the first team's marker, and the marker for the first team is displayed based on the selection state.
[0084] For example, the first slide operation is performed from the click position of the first click operation if the first click operation is kept from being released, and the selection state may be displayed in the following ways, namely, highlighting, animation special effects, thick lines, etc.
[0085] Referring to Figure 5C, which is a diagram showing a human-computer interaction interface provided in an embodiment of the present application, it is used to show the relationship between an operation performed by the user's hand and a screen displayed on the human-computer interaction interface, where the user's hand 501C performs a first slide operation from the position of the first team control 501A if the click operation is not released by the fingers. Referring to Figure 5D, which is a diagram showing a human-computer interaction interface provided in an embodiment of the present application, the screen on the human-computer interaction interface in Figure 5D is the same as in Figure 5C. When the first slide operation passes the first team indicator 501B, the first team indicator 501B changes to a selected state and is displayed as the first team indicator 501D in Figure 5D.
[0086] In some embodiments, before the first slide operation passes the first team's marker, a connection symbol is displayed from the first team control indicating the current touch point location of the first slide operation.
[0087] As an example, the connection symbol may also be an arrow. Referring again to Figure 5C, the connection symbol 502C is displayed between the position of the touch point of the first slide operation and the starting position of the first slide operation (i.e., the position of the first team control 501A).
[0088] In some embodiments, when the first slide operation passes the first team marker, a connection symbol is displayed from the first team control, via the first team marker, indicating the location of the current touch point of the first slide operation. Refer to Figure 5E, which shows a human-computer interaction interface provided in embodiments of the present application. The current touch point of the first slide operation is located at the location of route marker 505C, and a connection symbol 503C is displayed between the touch point of the first slide operation and the first team marker 505C, with the direction of the arrow in the connection symbol 503C indicating the direction of the first slide operation.
[0089] In the embodiments of this application, the position of the touch point during a slide operation and the connection symbols between the indicator and the control are displayed, which makes it convenient for the user to understand the current selection state, improves the efficiency of human-computer interaction, and reduces the user's memory burden.
[0090] In some embodiments, refer to Figure 3B, which is a flowchart of the virtual scene interaction processing method provided in the embodiments of this application. When step 303 is executed, step 3031 is executed, that is, multiple candidate routes are displayed, and route markers corresponding to each of the multiple candidate routes are displayed.
[0091] As an example, candidate routes may be pre-configured. Continuing to refer to Figure 5A, the first team's base is at position 503A, the second team's base is at position 504A, and there are three candidate routes between position 503A and position 504A, which are the first route 505A, the second route 506A, and the third route 507A. Continuing to refer to Figure 5D, when the first team's marker 501D is displayed in the selected state, route marker 505C for the first route 505A, route marker 506C for the second route 506A, and route marker 507C for the third route 507A are displayed.
[0092] In some embodiments, the endpoints of the candidate routes may be different or the same. In the embodiments of this application, a virtual scene in which the endpoints of the candidate routes shown in Figure 5A are the same will be used as an example for illustrative purposes.
[0093] In some embodiments, step 3031 may be implemented in the following manner, namely, by displaying the corresponding route marker at the target location in each candidate route.
[0094] As an example, the target location is unique to each candidate route. For instance, the target location for each candidate route is at a different location in the virtual scene, and may be the endpoint of the route, a midpoint, a checkpoint or virtual building that the route passes through, etc.
[0095] In some embodiments, refer to Figure 3C, which is a flowchart of the virtual scene interaction processing method provided in embodiments of the present application. After step 3031, i.e., before displaying the marching route of the first team based on the selection state, step 3032 is performed, i.e., the route marker in the release position of the first slide operation is determined as the target route marker, and the candidate route corresponding to the target route marker is determined as the marching route of the first team.
[0096] Continuing to refer to Figure 5E, if the first slide operation is kept in place and not released, then the first route 505A corresponding to route marker 505C will be designated as the marching route for the first team, in accordance with the passage of route marker 505C by the first slide operation.
[0097] In the embodiments of this application, a single slide operation enables selection to different types of options, improving the interaction efficiency of the virtual scene, reducing the difficulty of operation, saving computational resources required for the virtual scene, and enhancing the user experience.
[0098] In some embodiments, refer to Figure 3D, which is a flowchart of the virtual scene interaction processing method provided in embodiments of this application. After step 3031, step 3033 is performed, i.e., depending on whether there is no arbitrary route marker at the release position of the first slide operation, the marker for the first team is displayed in a deselected state instead of a selected state.
[0099] As an example, the marker for the first team is displayed when not selected, that is, the marker for the first team that was selected is returned to its original display method before selection. Taking Figure 5D as an example, the marker for the first team 501D in Figure 5D is returned to the marker for the first team 501B in Figure 5B. The first team that was selected this time can be abandoned and selected again.
[0100] In some embodiments, refer to Figure 3E, which is a flowchart of the virtual scene interaction processing method provided in the embodiments of this application. When step 3031 is performed, step 3034 is performed, i.e., the route attributes corresponding to each candidate route are displayed.
[0101] For example, route attributes may be displayed overlaid on each candidate route, and the route attributes include at least one of the following: namely, the frequency of use of the candidate route, the time of the last use of the candidate route, and the number of times the candidate route has reached a destination before other routes.
[0102] Referring to Figure 7C, which shows a human-computer interaction interface provided in an embodiment of the present application, route attribute information 706 corresponding to each candidate route is displayed near the route marker of the candidate route, and the ellipsis in the route attribute information 706 represents the content of the route attribute.
[0103] In the embodiments of this application, displaying route attributes makes it convenient for users to select a route suitable for each team, thereby improving the user experience and the efficiency of virtual scene interaction.
[0104] In some embodiments, referring to Figure 3E, when step 3031 is performed, step 3035 is performed, i.e., the candidate route with the highest probability of winning among multiple candidate routes based on the selection state is displayed.
[0105] As an example, the win rate is for the first team. Steps 3035 and 3034 may be performed simultaneously. Continuing to refer to Figure 7C, compared to Figure 5C, route marker 506C in Figure 7C is displayed in a selected state, and route marker 506C is the candidate route with the highest win rate corresponding to the first team.
[0106] In some embodiments, before step 3035, the candidate route with the highest winning probability is determined in the following manner: based on the state parameters of the first team (e.g., a weighted sum of the state parameters of multiple virtual targets in the first team) and multiple candidate routes, the first machine learning model is called to perform a winning probability prediction process, the winning probability corresponding to each candidate route is obtained, and the candidate route with the highest winning probability is determined.
[0107] The first machine learning model is obtained by training it with game data, which consists of the marching routes of multiple teams from different factions in at least one game, the state parameters of each team, and the game result, with the label corresponding to the marching route of the winning team being 1 and the label corresponding to the marching route of the losing team being 0.
[0108] For example, the first machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, or a support vector machine, and the embodiments of this application are not specifically limited to the type of the first machine learning model.
[0109] In the embodiment of this application, automatically recommending the candidate route with the highest probability of winning to the user makes it convenient for the user to choose a marching route for their team and improves the interaction efficiency of the virtual scene.
[0110] In some embodiments, the virtual scene does not need to have pre-configured candidate routes. Refer to Figure 3F, which is a flowchart of the virtual scene interaction processing method provided in the embodiments of this application, and before step 304, the marching route of the first team is determined by the following step 3041.
[0111] In step 3041, a portion of the trajectory of the first slide operation that overlaps with the virtual scene is designated as the marching route for the first team.
[0112] For example, the starting point of some trajectories is the starting point of the marching route, the ending point of some trajectories is the ending point of the marching route, and the sliding direction of the first slide operation is the marching direction of the first team. Refer to Figure 7B, which is a diagram showing the human-computer interaction interface provided in an embodiment of the present application. Trajectory 705 is a portion of the trajectory of the first slide operation that overlaps with the virtual scene. Trajectory 705 is the marching route of the first team. The direction of the arrow in trajectory 705 is the marching direction of the first team.
[0113] In some embodiments, the virtual scene may have pre-configured candidate routes. Refer to Figure 3G, which is a flowchart of the virtual scene interaction processing method provided in the embodiment of this application. Before step 304, the marching route of the first team is determined by the following steps 3042 to 3043. These steps will be explained in detail below.
[0114] In step 3042, the trajectory of the first slide operation is obtained, specifically the portion that overlaps with the virtual scene, and the similarity between this portion of the trajectory and each of the pre-set candidate routes in the virtual scene is obtained.
[0115] As an example, the similarity can be obtained in the following way: obtain the first position parameter of each point in some trajectories and the second position parameter of each point in each candidate route; construct a first sequence corresponding to some trajectories based on the first position parameter according to the sliding direction of some trajectories; construct a second sequence for each candidate route based on the second position parameter of each candidate route according to the direction of travel of each candidate route; and obtain the similarity between each second sequence and the first sequence using Dynamic Time Warping (DTW) to obtain the similarity between the candidate routes and some trajectories.
[0116] In step 3043, the candidate route with the highest similarity is selected as the marching route for the first team.
[0117] As an example, multiple candidate routes may be sorted in descending order according to their similarity from highest to lowest, and the candidate route that ranks first in the descending sort result (i.e., the candidate route with the highest similarity) may be used as the marching route for the first team. Refer to Figure 7D, which shows the human-computer interaction interface provided in an embodiment of this application. Since the trajectory 707 of the first slide operation and the second route 506A have the highest similarity, the route marker 506C of the second route 506A is displayed in a selected state.
[0118] Continuing to refer to Figure 3A, in step 304, the marching route of the first team is displayed based on the selection state, in response to the release of the first slide operation.
[0119] As an example, the marching route is set by the first slide operation. For instance, the first slide operation selects a route marker corresponding to a candidate route, and the candidate route is set as the marching route, or a portion of the trajectory of the first slide operation is set as the marching route.
[0120] In some embodiments, when the first slide operation is released, a connection symbol is displayed from the first team control, via the first team marker, to indicate the release position. Continuing to refer to Figure 5E, the first slide operation is released at the position of route marker 505C, and a connection symbol 503C is displayed between route marker 505C and the first team marker 505C, with the direction of the arrow in the connection symbol 503C indicating the direction of the first slide operation.
[0121] In several embodiments, refer to Figure 4B, which is a flowchart of the virtual scene interaction processing method provided in the embodiments of this application, where steps 305 to 308 are executed after step 304. These steps are described in detail below.
[0122] In step 305, the first team's marker and the first team's marching route are kept in a selected state, thereby indicating that they cannot be selected repeatedly.
[0123] For example, maintaining the selection status of already selected indicators can prevent users from making duplicate selections and improve operational efficiency.
[0124] In step 306, in response to the second click operation on the first team control, indicators for multiple teams are displayed.
[0125] In step 307, the second team's sign is displayed based on the selection state, in response to the second slide operation that passed the second team's sign.
[0126] For example, the second slide operation is performed from the click position of the second click operation if the second click operation is kept from being released.
[0127] In step 308, the second team's marching route is displayed based on the selection state, in response to the release of the second slide operation.
[0128] As an example, the marching route is set by a second slide operation. The principle of steps 306 to 308 is related to steps 302 to 304, and when steps 306 to 308 are performed, the markers and marching route of the first team displayed based on the selection state cannot be repeatedly selected. Refer to Figure 5G, which is a diagram showing the human-computer interaction interface provided in an embodiment of the present application. In the process of performing the second round of route selection for the second team, the marker 501D of the first team and the route marker 505F of the selected first route 505A cannot be repeatedly selected, and one route from the second route 506A or the third route 507A can be selected as the marching route of the second team. For example, when the second slide operation passes the marker 502B of the second team, the connection symbol 501G is displayed, and when the second slide operation passes the route marker 506C, the connection symbol 502G is displayed, and the second route 506A corresponding to the route marker 506C is set as the marching route of the second team.
[0129] In some embodiments, a team classification method corresponding to team control can be used to classify a virtual target of one faction into more teams, and by repeating steps 302 to 304, the selection of the subsequent teams' marching routes can be completed.
[0130] In the embodiments of this application, a first slide operation starting from the first team control enables selection of two different options, team and route. Compared to conventional methods where only one type of option can be selected with each operation, this reduces the number of operation steps, improves the efficiency of interaction in the virtual scene, and saves computational resources required for the virtual scene. Furthermore, it lowers the difficulty of operation for the user and increases the user's freedom of choice, thereby improving the user experience.
[0131] The following describes an exemplary application of the virtual scene interaction processing method in one actual application scenario of the embodiments of this application.
[0132] In related technologies, when a user attempts to assign marching routes to different teams in a game virtual scene, they must make selections for both the teams and the routes, meaning that the route for one team can be determined in two separate operations. Selecting different types of options requires at least two operations, which is relatively cumbersome. Alternatively, the assignment order of team marching routes may be predetermined in the virtual scene, and the user assigns one route to each team, resulting in limited freedom of selection. When used for the first time, the player may not know the effect that the current selection operation will have on the virtual scene, and without guidance, after selecting one type of option, the player may not know what to do next. The amount of guidance information in the game virtual scene is limited, and selecting different types of options requires the user to learn the game rules beforehand, which places a heavy burden on memory. In contrast, the virtual scene interaction processing method provided in the embodiment of this application enables selection operations for two different types of options, teams and the marching routes corresponding to those teams, in a single slide operation, thereby improving the efficiency of interaction in the virtual scene.
[0133] Referring to Figure 6A, which is a flowchart of the virtual scene interaction processing method provided in the embodiment of this application, with the terminal device 400 in Figure 1A as the execution entity. The following explanation will be given in conjunction with the steps shown in Figure 6A.
[0134] As an example, the virtual scene includes multiple virtual objects belonging to at least two factions, each faction defending a different position, and multiple routes existing between the positions. The first faction may be our faction, and the second faction may be the opposing faction, and in the embodiment of this application, this will be explained illustratively in conjunction with the above example. For the sake of clarity, the virtual scene in the embodiment of this application will be explained illustratively below, along with the drawings.
[0135] Referring to Figure 5A, which shows a human-computer interaction interface provided in an embodiment of the present application. The human-computer interaction interface of terminal device 400 displays a virtual scene 502A and a number of team controls including a first team control 501A. The virtual scene 502A includes two different factions, with the first faction's base located at first position 503A and the second faction's base located at second position 504A. The first faction includes virtual objects 1, 2, 3, 4, and 5. There are three routes between first position 503A and second position 504A, which are the first route 505A, the second route 506A, and the third route 507A.
[0136] Step 601A displays the classification control.
[0137] As an example, classification control (corresponding to the first team control described above) is used to represent classifying multiple virtual objects within a single faction into different teams based on a predetermined team classification scheme. For ease of understanding, the application of classification control will be illustrated below, referring to Figure 6B, which is a flowchart of the interaction processing method for a virtual scene provided in the embodiment of this application.
[0138] In step 601B, the classification control is displayed depending on whether the activation conditions have been met.
[0139] For example, the classification control may be displayed as a card-style icon. The activation condition may be any one of the following:
[0140] Condition 1: The current position of the first faction's virtual target is advantageous compared to the position of the enemy faction's virtual target. For example, the distance between any one virtual target of the first faction and a position or virtual building defended by the second faction is smaller than the distance between the second faction's virtual target and a position or virtual building defended by the first faction. This indicates that the first faction's virtual target is advantageous, and the first condition is satisfied.
[0141] Condition 2: At least some of the status parameters of the first faction's virtual targets (including virtual resource count, health value, attack power, etc.) have reached the status parameter threshold.
[0142] For example, in one game, there are two virtual teams, a first team and a second team, and each team has five virtual teams. Using the first team as an example, teams 1, 2, 3, 4, and 5 belong to the first team. In response to a click operation on the classification control, the five virtual teams of the first team are classified into a first team containing one virtual team and a second team containing four virtual teams, based on the classification control's predetermined team classification method. Team 1 belongs to the first team, and teams 2, 3, 4, and 5 belong to the second team.
[0143] As an example, when a click operation is received on a classification control, a first type selection item (the team indicator mentioned above) is displayed, and the first type selection item contains multiple team options, for example, a first team option (corresponding to the first team indicator mentioned above) and a second team option (i.e., the second team indicator).
[0144] Step 602B receives a slide operation starting from a classification control and determines the marching route for one team based on the slide operation.
[0145] As an example, if neither the first nor the second type selection item has been selected yet, and a slide operation is received starting from the classification control, and the slide operation passes through any one team option in the first type selection item, the team of the passed team option is set as the target team, and the second type selection item is displayed, which contains multiple route options (corresponding to the route indicators mentioned above). Depending on whether the slide operation passes through any one route option in the second type selection item, the route corresponding to the passed route option is set as the marching route for the target team.
[0146] Step 603B determines if there are any teams that have not been assigned a marching route. If the result of step 603B is yes, the process returns to step 602B. If the result of step 603B is no, the process of using classification controls ends.
[0147] For example, when each team is assigned a corresponding marching route, the terminal device 400 controls the virtual targets in each team to move along their assigned marching routes or perform attack actions.
[0148] Continuing with Figure 6A, in step 602A, multiple primary type selection options are displayed in response to a click operation on the classification control.
[0149] Of these, the click operation is the first click operation described above, and the first type selection item is the team indicator described above. Refer to Figure 5B, which is a diagram showing the human-computer interaction interface provided in an embodiment of the present application. When a click operation is received for the first team control 501A, the first team control 501A moves upward from among the multiple team controls to indicate that the first team control 501A has been selected, and displays the first team indicator 501B and the second team indicator 502B.
[0150] Step 603A receives a slide operation from the position of the classification control.
[0151] Of these, the slide operation is the first slide operation described above. Refer to Figure 5C, which is a diagram showing the human-computer interaction interface provided in an embodiment of this application. If the user's hand 501C does not release the click operation with its fingers, a slide operation is performed from the position of the first team control 501A, and a connection symbol 502C is displayed between the position of the touch point of the slide operation and the starting position of the slide operation.
[0152] Step 604A determines whether the slide operation is continuing. If the result of step 604A is yes, step 605A is executed, and the first type selection item that the slide operation has passed is displayed in the selected state, corresponding to the slide operation having passed the first type selection item. If the result of step 604A is no, the process returns to step 602A.
[0153] As an example, refer to Figure 5D, which shows a human-computer interaction interface provided in an embodiment of the present application. In Figure 5D, the screen in the human-computer interaction interface is the same as in Figure 5C. When the slide operation passes the first team marker 501B, the first team marker 501B changes to a selected state and is displayed as the first team marker 501D in Figure 5D.
[0154] For example, when the result of step 604A is no, it means that the user has released their hand, i.e., the slide operation has been released. If the released position of the slide operation is not located on any one control or indicator, it is determined that the current selection has been canceled, and the selection can be re-selected when the slide operation is received again.
[0155] After step 605A, step 606A is executed, i.e., multiple second type selection items are displayed.
[0156] Of these, the second type of selection item is the marker for the candidate route mentioned above. Referring to Figure 5D, when the first team's marker 501D is displayed in the selected state, the route marker 505C for the first route 505A, the route marker 506C for the second route 506A, and the route marker 507C for the third route 507A are displayed.
[0157] Step 607A determines whether the slide operation is continuing. If the result of step 607A is yes, step 608A is executed, and the second type selection item that the slide operation has passed is displayed in a selected state, corresponding to the slide operation having passed the second type selection item. If the result of step 607A is no, the process returns to step 602A.
[0158] As an example, the principle of step 607A is the same as the principle of step 604, and a detailed explanation of it will be omitted here.
[0159] As an example, refer to Figure 5E, which shows a human-computer interaction interface provided in an embodiment of the present application. When the slide operation is maintained so as not to be released, the first route 505A corresponding to the route marker 505C is designated as the marching route of the first team when the route marker 505C is passed. A connection symbol 503C is displayed between the position of the touch point of the slide operation and the first team's marker 505C, and the direction of the arrow in the connection symbol 503C represents the direction of the slide operation. When the slide operation is released at the position of the route marker 505C, refer to Figure 5F, which shows a human-computer interaction interface provided in an embodiment of the present application, where the route marker 505C is displayed as route marker 505F, i.e., the route marker is displayed in a selected state.
[0160] After step 608A, step 609A is performed, that is, the route corresponding to the second type of selection item is set as the marching route for the team corresponding to the first type of selection item.
[0161] As an example, if a second type of selection item is selected based on the selection result of the first type of selection item, the final result will be a superposition of the two types of selection items. For example, if the first team and the first route are selected with a single slide operation, the selection result will be that the virtual objects classified as the first team march along the first route.
[0162] As an example, after selecting the route for the first team, steps 601A to 608A may be repeated to select the routes for other teams. All selected options are displayed in a selected state (e.g., grayed out and checked) to indicate that they cannot be selected again. Refer to Figure 5G, which shows the human-computer interaction interface provided in an embodiment of the present application. In the process of performing the second round of route selection for the second team, the marker 501D for the first team and the route marker 505F of the selected first route 505A are in a state where they cannot be repeatedly selected. One route can be selected from the second route 506A or the third route 507A as the marching route for the second team. For example, when the second slide operation passes the marker 502B for the second team, the connection symbol 501G is displayed, and when the second slide operation passes the route marker 506C, the connection symbol 502G is displayed, and the second route 506A corresponding to the route marker 506C is set as the marching route for the second team.
[0163] The embodiments of this application can achieve the following effects.
[0164] 1. By allowing users to spontaneously decide whether to choose a route with multiple people or a route with one person, the degree of freedom in decision-making can be increased, improving the user experience and reducing the burden on the user's memory.
[0165] 2. While the degree of freedom in decision-making has increased, the complexity of operations has not increased.
[0166] 3. Interaction efficiency can be improved, the user learning curve can be reduced, and the computational resources required to run virtual scenes can be saved.
[0167] Hereinafter, exemplary configurations in which the virtual scene interaction processing device 455 provided in the embodiments of this application is implemented as a software module will be described. In some embodiments, as shown in Figure 2, the software module in the virtual scene interaction processing device 455 stored in the memory 450 may include a display module 4551 and a selection module 455, the display module 4551 is configured to display a virtual scene and at least one team control, the virtual scene including multiple teams participating in the interaction, the display module 4551 is further configured to display indicators for multiple teams in response to a first click operation on the first team control, the selection module 4552 is configured to display an indicator for the first team based on the selection state in response to a first slide operation and the first slide operation passing the indicator for the first team, the first slide operation is performed from the click position of the first click operation if the first click operation is kept from being released, and the selection module 4552 is further configured to display the marching route of the first team based on the selection state in response to the release of the first slide operation, the marching route being set by the first slide operation.
[0168] In some embodiments, the selection module 4552 is configured to display multiple candidate routes and route markers corresponding to each of the multiple candidate routes when displaying the first team's marker based on the selection state; and, before displaying the first team's marching route based on the selection state, to determine the route marker in the released position of the first slide operation as the target route marker and to determine the candidate route corresponding to the target route marker as the first team's marching route.
[0169] In some embodiments, the selection module 4552 is configured to display a corresponding route marker at a target location in each candidate route, where the target location is unique to each candidate route.
[0170] In some embodiments, the selection module 4552 is configured to display multiple candidate routes and, after displaying a route marker corresponding to each of the multiple candidate routes, to display the marker for the first team in a non-selected state instead of a selected state, depending on whether there is no arbitrary route marker at the release position of the first slide operation.
[0171] In some embodiments, the selection module 4552 is configured to set a portion of the trajectory of the first slide operation that overlaps with the virtual scene as the first team's march route before displaying the first team's march route based on the selection state. Of these, the starting point of some trajectories is the starting point of the march route, the ending point of some trajectories is the ending point of the march route, and the sliding direction of the first slide operation is the marching direction of the first team.
[0172] In some embodiments, the selection module 4552 is configured to, before displaying the marching route of the first team based on the selection state, acquire a portion of the trajectory of the first slide operation that overlaps with the virtual scene, and acquire the similarity between the portion of the trajectory and each of the pre-set candidate routes in the virtual scene; and set the candidate route with the highest similarity as the marching route of the first team.
[0173] In some embodiments, the selection module 4552 is configured to display multiple candidate routes and, when displaying a route indicator corresponding to each of the multiple candidate routes, to display a route attribute corresponding to each candidate route, of which the route attribute includes at least one of the following: namely, the frequency of use of the candidate route, the time of the last use of the candidate route, and the number of times the candidate route has reached a destination before other routes.
[0174] In some embodiments, when the selection module 4552 displays multiple candidate routes and displays a corresponding route marker for each of the multiple candidate routes, it is configured to display the candidate route with the highest winning probability among the multiple candidate routes based on the selection state, and the winning probability is for the first team.
[0175] In some embodiments, the selection module 4552 is configured to call a first machine learning model to perform win rate prediction processing based on the first team's state parameters and the multiple candidate routes before displaying the candidate route with the highest win rate among multiple candidate routes based on the selection state, obtain the win rate corresponding to each candidate route, and determine the candidate route with the highest win rate. The first machine learning model is obtained by training with game data, and the game data includes the marching routes of multiple teams from different camps in at least one game, the state parameters of each team, and the game result, of which the label corresponding to the marching route of the winning team is 1 and the label corresponding to the marching route of the losing team is 0.
[0176] In some embodiments, different team controls correspond to different team classification schemes for multiple virtual objects in the first faction, and multiple teams are obtained by classifying multiple virtual objects in the first faction based on the team classification scheme of the first team control.
[0177] In some embodiments, the display module 4551 is configured as follows: before displaying at least one team control, it obtains the total number of virtual objects in the first camp and the state parameters of each virtual object; obtains a predetermined member ratio, where the member ratio is the ratio between the number of members of each team corresponding to the team control and the total number; and performs the following processing for each team control, namely multiplying the total number by the member ratio of each team to obtain the number of members of each team; sorts the multiple virtual objects in descending order based on the state parameters of each virtual object to obtain a descending sort list; sorts the multiple teams in ascending order based on the number of members of each team to obtain an ascending sort list; and performs the following processing for each team according to the order in the ascending sort list of each team, namely classifying the virtual objects in the descending sort list from the beginning of the descending sort list based on the number of members of the team and obtaining the virtual object corresponding to each team; and generates a team classification scheme for the team control based on the number of members of each team and the virtual objects it contains.
[0178] In some embodiments, the display module 4551 is configured to display at least one team control when the number of team controls is multiple, which includes displaying a team control corresponding to a recommended team classification scheme based on the selection state, and displaying a team control corresponding to an unrecommended team classification scheme based on the unselected state.
[0179] In some embodiments, the display module 4551 is configured as follows: before displaying at least one team control, a second machine learning model is invoked to perform strategy prediction processing based on the current game data of the virtual scene to obtain a recommended team classification scheme, of which the current game data includes the total number of virtual targets in the first faction, the total number of virtual targets in the second faction, the state parameters of each virtual target in the first faction, and the state parameters of each virtual target in the second faction, of which the second machine learning model is obtained by training the game data, and the game data includes the team classification schemes of different factions in at least one game, the state parameters of virtual targets in each team, and the game result, of which the label corresponding to the winning faction's team classification scheme is 1, and the label corresponding to the losing faction's team classification scheme is 0.
[0180] In some embodiments, the recommended team classification scheme includes at least one of the following types of team classification schemes: namely, the team classification scheme with the highest winning percentage, the team classification scheme with the highest frequency of use, and the team classification scheme used last time.
[0181] In some embodiments, the display module 4551 is configured as follows: upon release of the first slide operation, it displays the marching route of the first team based on the selection state, and then maintains the first team's sign and the first team's marching route in the selected state, thereby indicating that they cannot be selected repeatedly; upon a second click operation on the first team control, it displays the signs of multiple teams; upon a second slide operation that passes the second team's sign, it displays the second team's sign based on the selection state, of which the second slide operation is performed from the click position of the second click operation if the second click operation is maintained not to be released; and upon release of the second slide operation, it displays the marching route of the second team based on the selection state, of which the marching route is set by the second slide operation.
[0182] In some embodiments, the display module 4551 is configured as follows: before the first slide operation passes the first team marker, it displays a connection symbol from the first team control pointing to the current touch point position of the first slide operation; when the first slide operation passes the first team marker, it displays a connection symbol from the first team control via the first team marker pointing to the current touch point position of the slide operation; and when the slide operation is released, it displays a connection symbol from the first team control via the first team marker pointing to the release position.
[0183] In the embodiments of this application, a computer program product is provided, which includes a computer program or a computer-executable instruction, and the computer program or computer-executable instruction is stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instruction from the computer-readable storage medium and executes the computer-executable instruction, thereby causing the computer device to execute the virtual scene interaction processing method described above in the embodiments of this application.
[0184] In the embodiments of this application, a computer-readable storage medium is provided which stores computer-executable instructions. When a computer-executable instruction is executed by a processor, the processor is instructed to execute a virtual scene interaction processing method provided in the embodiments of this application, for example, the virtual scene interaction processing method shown in Figure 3A.
[0185] In some embodiments, the computer-readable storage medium may be a memory device such as FRAM, ROM, PROM, EPROM, EEPROM, fresh memory, magnetic disk, optical disk, or CD-ROM, or it may be a variety of machines containing one or any combination of these memory devices.
[0186] In some embodiments, computer-executable instructions may be programs, software, software modules, scripts, or code written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, for example, as a standalone program, or as other units that can be used in a suitable computing environment, such as modules, components, or subroutines.
[0187] For example, a computer executable instruction may, but is not limited to, correspond to a file in a file system; it may also be stored as part of a file of another program or data, for example, in one or more scripts in an HTML (Hyper Text Markup Language) document, in a single file of the program being described, or in multiple collaborative files (for example, one or more files of modules, subroutines, or parts of code).
[0188] For example, a computer-executable instruction may be deployed to run on one electronic device, or on multiple electronic devices located in one place, or on multiple electronic devices distributed across multiple locations and connected to each other by a communication network.
[0189] In summary, the embodiment of this application enables selection of two different options, team and route, through a first slide operation starting from the first team control. Compared to conventional methods where only one type of option can be selected with each operation, this reduces the number of operation steps, increases the efficiency of interaction in the virtual scene, and saves computational resources required for the virtual scene. Furthermore, it can improve the user experience by lowering the difficulty of operation for the user and increasing the user's freedom of choice.
[0190] While preferred embodiments of this application have been described above, this application is not limited to these embodiments, and any modifications to this application that do not deviate from the spirit of this application fall within the technical scope of this application.
Claims
1. A method for electronic devices to handle virtual scene interactions, A step of displaying a virtual scene and displaying at least one team control, wherein the virtual scene includes multiple teams belonging to the First Faction that participate in the interaction; A step of displaying the labels of the multiple teams in response to the first click operation on the first team control; A step of performing a first slide operation, and changing the display mode of the sign of the first team based on the selection state in response to the first slide operation passing the sign of the first team, wherein the first slide operation is an operation performed from the click position of the first click operation when the first click operation is kept from being released; and A method comprising the step of displaying the marching route of the first team based on the selection state in response to the release of the first slide operation, wherein the marching route is a route corresponding to a route marker at the release position of the first slide operation, or a route determined based on the trajectory of the first slide operation.
2. The method according to claim 1, When changing the display mode of the sign for the first team based on the selected state, the method further: The process includes the steps of displaying multiple candidate routes and displaying a route marker corresponding to each of the multiple candidate routes, Before displaying the marching route of the first team based on the selected state, the method further: A method comprising the steps of determining the route marker in the release position of the first slide operation as a target route marker, and determining the candidate route corresponding to the target route marker as the marching route of the first team.
3. The method according to claim 2, Displaying route markers corresponding to each of the aforementioned multiple candidate routes is, A method comprising the steps of displaying a corresponding route marker at a target location in each of the candidate routes, wherein the target location is a unique location for each of the candidate routes.
4. The method according to claim 2, After displaying the multiple candidate routes and the corresponding route markers for each of the multiple candidate routes, the method further: A method comprising the step of displaying the first team's marker in a non-selected state instead of the selected state, depending on whether there is any of the route markers at the release position of the first slide operation.
5. The method according to claim 1, Before displaying the marching route of the first team based on the selected state, the method further: A method comprising the step of setting a portion of the trajectory of the first slide operation that overlaps with the virtual scene as the marching route of the first team, wherein the starting point of the portion of the trajectory is the starting point of the marching route, the ending point of the portion of the trajectory is the ending point of the marching route, and the sliding direction of the first slide operation is the marching direction of the first team.
6. The method according to claim 1, Before displaying the marching route of the first team based on the selected state, the method further: A step of obtaining a portion of the trajectory of the first slide operation that overlaps with the virtual scene, and obtaining the similarity between the portion of the trajectory and each of the pre-set candidate routes in the virtual scene; and A method comprising the step of selecting the candidate route with the highest similarity as the marching route for the first team.
7. The method according to claim 2, When displaying the aforementioned multiple candidate routes and displaying route markers corresponding to each of the aforementioned multiple candidate routes, the method further: A method comprising the step of displaying route attributes corresponding to each candidate route, wherein the route attributes include at least one of the following: the frequency of use of the candidate route, the time of the last use of the candidate route, and the number of times the candidate route has reached a destination before other routes.
8. The method according to claim 2, When displaying the aforementioned multiple candidate routes and displaying route markers corresponding to each of the aforementioned multiple candidate routes, the method further: A method comprising the step of displaying the candidate route with the highest winning percentage among the plurality of candidate routes based on the selection state, wherein the winning percentage is for the first team.
9. The method according to claim 8, Based on the selection state, before displaying the candidate route with the highest winning probability among the multiple candidate routes, the method further: The process includes calling a first machine learning model to perform a win rate prediction process based on the state parameters of the first team and the multiple candidate routes, obtaining the win rate corresponding to each candidate route, and determining the candidate route with the highest win rate. The first machine learning model is obtained by training on game data, the game data comprising the marching routes of multiple teams of different camps in at least one game, state parameters for each team, and the game result, wherein the label corresponding to the marching route of the winning team is 1 and the label corresponding to the marching route of the losing team is 0.
10. The method according to claim 1, A method wherein different team controls correspond to different team classification schemes for multiple virtual objects of the first faction, and the multiple teams are obtained by classifying the multiple virtual objects of the first faction based on the team classification scheme of the first team control.
11. The method according to claim 10, Before displaying the at least one team control, the method further: A step of obtaining the total number of virtual targets in the first camp and the status parameters of each virtual target; A step of obtaining a predetermined member ratio, wherein the member ratio is the ratio of the number of members of each team corresponding to the team control to the total number; and The step includes processing for each of the aforementioned team controls, The aforementioned process is, The step of multiplying the total number by the ratio of the number of members in each team to obtain the number of members in each team; A step of sorting a plurality of virtual objects in descending order based on the state parameters of each virtual object, and obtaining a descending sort list; A step of sorting multiple teams in ascending order based on the number of members in each team, and obtaining a sorted list in ascending order; A step of obtaining a virtual object corresponding to each team by classifying the virtual objects in the descending sort list from the beginning of the descending sort list based on the number of members in the team, according to the order of each team in the ascending sort list; and A method comprising the step of generating a team classification scheme for the team control based on the number of members in each team and the virtual objects included therein.
12. The method according to claim 1, When the number of the aforementioned at least one team control is multiple, displaying the aforementioned at least one team control is: A step of displaying team controls corresponding to the recommended team classification method based on the selection status; and A method comprising the step of displaying team controls corresponding to unrecommended team classification schemes based on an unselected state.
13. The method according to claim 12, Before displaying the at least one team control, the method further: A step of calling a second machine learning model to perform strategy prediction processing based on the current game data of the virtual scene and obtaining a recommended team classification method, wherein the current game data includes the total number of virtual targets in the first camp, the total number of virtual targets in the second camp, the state parameters of each virtual target in the first camp, and the state parameters of each virtual target in the second camp. The second machine learning model is obtained by training on game data, the game data includes a team classification scheme for different factions in at least one game, a state parameter for a virtual target in each of the teams, and the game result, wherein the label corresponding to the winning faction's team classification scheme is 1 and the label corresponding to the losing faction's team classification scheme is 0.
14. The method according to claim 12, The aforementioned recommendation method for classifying teams is: The team classification method with the highest winning percentage; The most frequently used team classification method; and Team classification method used last time A method that includes at least one of the following.
15. The method according to claim 1, In response to the release of the first slide operation, after displaying the marching route of the first team based on the selection state, the method further: A step of indicating that the First Team's marker and the First Team's marching route cannot be repeatedly selected by maintaining them in a selected state; In response to a second click operation on the first team control, the step of displaying the indicators for the multiple teams; A step of displaying the second team's sign based on the selection state in response to a second slide operation that has passed the second team's sign, wherein the second slide operation is an operation performed from the click position of the second click operation, provided that the second click operation is kept from being released; and A method comprising the step of displaying the marching route of the second team based on the selection state in response to the release of the second slide operation, wherein the marching route is set by the second slide operation.
16. The method according to claim 1, Before the first slide operation passes the sign of the first team, the method further: The step includes displaying a connection symbol from the first team control that indicates the position of the current touch point of the first slide operation, When the first slide operation passes the sign of the first team, the method further: The step includes displaying a connection symbol from the first team control, via the first team's indicator, that points to the current touch point location of the first slide operation, When the first slide operation is released, the method further: A method comprising the step of displaying a connection symbol indicating a release position via the first team's indicator from the first team control.
17. A device for processing virtual scene interactions, Includes a display module and a selection module, The display module is configured to display a virtual scene and at least one team control, the virtual scene including multiple teams belonging to the First Faction that participate in the interaction. The display module is further configured to display indicators for the multiple teams in response to a first click operation on the first team control. The selection module is configured to change the display mode of the sign of the first team based on the selection state in response to a first slide operation and the first slide operation passing the sign of the first team, and the first slide operation is an operation performed from the click position of the first click operation when the first click operation is kept from being released. The selection module is further configured to display the marching route of the first team based on the selection state in response to the release of the first slide operation, wherein the marching route is a route corresponding to a route marker at the release position of the first slide operation, or a route determined based on the trajectory of the first slide operation.
18. An electronic device including a processor and a memory connected to the processor, The memory device stores a computer program. An electronic device configured to implement the method described in any one of claims 1 to 16 by executing the computer program.
19. A program for causing a computer to perform the method described in any one of claims 1 to 16.
Citation Information
Patent Citations
Operation control method and device of virtual object in game and mobile terminal
CN110064193A
Virtual unit control method and device, electronic equipment and storage medium
CN110302530A
Virtual unit control method and device in game, and electronic equipment
CN110812838A
Information processing method and device, computer equipment and storage medium
CN114225412A
Virtual object team interaction processing method and device, equipment, medium and program
CN114344905A