Team formation reservation method, and the equipment, devices, and computer programs for it.

The method for reserving team formation in virtual scenes addresses inefficiencies by enabling users to schedule team attributes and display scheduling information, enhancing the efficiency and success rate of team creation.

JP7849481B2Active Publication Date: 2026-04-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-04-19
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing methods for team formation in virtual scenes require real-time communication and coordination, leading to inefficiencies and low success rates due to the complexity of scheduling and the need for repeated interactions among users.

Method used

A method and apparatus for reserving team formation in virtual scenes, allowing users to set team attributes including a reservation formation time, and displaying scheduling information to instruct the formation of a target team at a scheduled time, enabling users to apply to join the team based on this information.

Benefits of technology

This approach improves the efficiency of human-computer interaction by allowing users to reserve team formations in advance, reducing the need for repeated communication and increasing the success rate of team creation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application provides a method for reserving team formation in a virtual scene and an apparatus, device, and storage medium thereof, where the method is executed by an electronic device, and the method includes the steps of: displaying a team formation reservation control of a first object, where the team formation reservation control is used to reserve the formation of a target team including the first object; determining set attributes as team attributes of the target team in response to a team attribute setting operation based on the team formation reservation control, where the team attributes include at least a reservation formation time of the target team; and displaying reservation formation information having the team attributes in response to a reservation determination command triggered based on the set team attributes, where the reservation formation information is used to instruct forming a target team including the first object at the reservation formation time, and where a second object is used to apply to join the target team based on the reservation formation information.
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Description

Technical Field

[0001] (Cross - reference to related applications) This application is filed based on a Chinese patent application with application number 202210718627.5 filed with the China National Intellectual Property Administration on June 23, 2022, claims the priority of the Chinese patent application, and all the contents of the Chinese patent application are incorporated herein by reference.

[0002] This application relates to the technical fields of computer technology virtualization and human - computer interaction (HCI), and particularly to a method and apparatus, device, storage medium, and program product for reserving team formation in a virtual scene.

Background Art

[0003] With the development of computer technology, electronic devices can realize richer and more vivid virtual scenes. Users can obtain virtualized sensations in aspects such as vision and hearing in the virtual scene. At the same time, in the virtual scene, users can control virtual objects of one team and conduct interactive games with virtual objects of other teams to obtain feedback.

[0004] In related technologies, all team formations in the virtual scene are real - time formations. To realize team formation, each participant needs to be online simultaneously. When a user desires to form a team at a certain future time, it is necessary to repeatedly communicate with multiple users through the chat function of the virtual scene or social communication software to make an appointment for the time. When the appointed time arrives, each user who has made an appointment becomes online to conduct team formation, which is essentially still real - time team formation. The interaction process of the whole process is complex, and the efficiency of human - computer interaction is low.

Summary of the Invention

Problems to be Solved by the Invention

[0005] Embodiments of the present invention provide a method and apparatus for reserving team formation in a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product that enable the reservation of team formation in a virtual scene and improve the efficiency of human-computer interaction. [Means for solving the problem]

[0006] The technical solution of the embodiment of this application is realized as follows.

[0007] Embodiments of the present invention provide a method for reserving team formation in a virtual scene, and the method is A step of displaying a team formation reservation control for a first object, wherein the team formation reservation control is used to reserve the formation of a target team that includes the first object. A step in which, based on the reservation control of the team formation, in response to a team attribute setting operation, the set attributes are determined as the team attributes of the target team, wherein the team attributes include at least the reservation formation time of the target team. The step of displaying reservation information having the team attributes in response to a reservation decision command triggered based on the set team attributes, Here, the reservation scheduling information is used to instruct the formation of the target team, which includes the first object, at the reserved scheduling time.

[0008] Embodiments of the present invention provide a method for reserving team formation in a virtual scene, and the method is A step of displaying reservation scheduling information having team attributes for a target team, wherein the team attributes include at least a reservation scheduling time, and the reservation scheduling information is used to instruct the scheduling of the target team, which includes a first object, during the reservation scheduling time. When a team application operation triggered by the second object based on the reservation organization information is received, the second object includes the step of displaying application result prompt information, wherein the application result prompt information is used to prompt the second object for an application join result to the target team.

[0009] Embodiments of the present invention further provide a reservation device for team formation in a virtual scene, the device being A first display module configured to display a team formation reservation control for a first object, wherein the team formation reservation control is used to reserve the formation of a target team including the first object, and the first display module An attribute setting module configured to determine the set attributes as the team attributes of the target team in response to a team attribute setting operation based on the team formation reservation control, wherein the team attributes include at least the reservation formation time of the target team, and the attribute setting module A processing module configured to display reservation scheduling information having the set team attributes in response to a reservation decision command triggered based on the set team attributes, Here, the reservation and organization information is used to instruct the formation of the target team, including the first object, at the reservation and organization time, and is used for the second object to apply to join the target team based on the reservation and organization information.

[0010] Embodiments of the present invention further provide a reservation device for team formation in a virtual scene, the device being A third display module configured to display booking information having team attributes of a target team, wherein the team attributes include at least a booking time, and the booking information is used to instruct the booking of the target team, which includes a first object, during the booking time. The application module is configured to display application result prompt information of the second object when it receives a team application operation triggered by the reservation organization information of the second object, wherein the application result prompt information is used to prompt the second object for an application join result to the target team.

[0011] Embodiments of the present application further provide electronic equipment, the electronic equipment is Memory that stores executable instructions, The present invention includes a processor that, when executing executable instructions stored in the memory, implements the method for reserving team formation in the virtual scene according to the embodiment of the present invention.

[0012] Embodiments of the present invention further provide a computer-readable storage medium that stores executable instructions for implementing the method of reserving team formation in the virtual scene described above according to embodiments of the present invention, when executed by a processor.

[0013] Embodiments of the present invention further provide a computer program product that includes a computer program or instruction for implementing the method of reserving team formation in the virtual scene according to embodiments of the present invention when executed by a processor. [Effects of the Invention]

[0014] The embodiments of this application have the following beneficial effects.

[0015] By displaying the reservation control for team formation, a function for reserving the formation of a target team is provided. Based on the reservation control for team formation, the user can set team attributes including the reservation formation time for the reserved formation team. When a reservation determination command is triggered, by displaying reservation formation information for instructing to form the target team at the reservation formation time, the second object can apply to join the target team based on the reservation formation information. In this way, the first object can realize the reservation of team formation in the virtual scene based on the provided reservation formation function of the target team, and the second object in the virtual scene can apply to join the target team based on the reservation formation information. Since the user does not need to repeatedly communicate regarding team formation, the efficiency of human-computer interaction and the reservation efficiency of team formation are improved.

Brief Description of the Drawings

[0016] [Figure 1A] It is a schematic diagram of the interface for team formation in a virtual scene according to the related art. [Figure 1B] It is a schematic diagram of the interface for team formation in a virtual scene according to the related art. [Figure 1C] It is a schematic diagram of the interface for team formation in a virtual scene according to the related art. [Figure 2] It is a schematic diagram of the architecture of the reservation system 100 for team formation in a virtual scene according to an embodiment of the present application. [Figure 3A] It is an exemplary structural diagram of an electronic device 500 for implementing the reservation method for team formation in a virtual scene according to an embodiment of the present application. [Figure 3B] It is an exemplary structural diagram of an electronic device 500 for implementing the reservation method for team formation in a virtual scene according to an embodiment of the present application. [Figure 4] It is an exemplary flowchart of the reservation method for team formation in a virtual scene according to an embodiment of the present application. [Figure 5]Schematic diagram of the reservation control display interface for team formation according to an embodiment of the present application. [Figure 6] Schematic diagram of the attribute setting interface according to an embodiment of the present application. [Figure 7A] Schematic diagram of the setting interface for the sub - interaction mode according to an embodiment of the present application. [Figure 7B] Schematic diagram of the setting interface for the sub - interaction mode according to an embodiment of the present application. [Figure 8A] Schematic diagram of the setting interface for the team tag according to an embodiment of the present application. [Figure 8B] Schematic diagram of the setting interface for the team tag according to an embodiment of the present application. [Figure 9] Schematic diagram of the setting interface for the team interaction mode according to an embodiment of the present application. [Figure 10] Schematic diagram of the team list according to an embodiment of the present application. [Figure 11] Schematic diagram of the application interface for the target team according to an embodiment of the present application. [Figure 12] Schematic diagram of the display interface for the invitation function item according to an embodiment of the present application. [Figure 13] Schematic diagram of the object invitation interface according to an embodiment of the present application. [Figure 14] Schematic diagram of the display of the invitation prompt information according to an embodiment of the present application. [Figure 15] Schematic diagram of the switching display of the application control according to an embodiment of the present application. [Figure 16] Schematic diagram of the interface for the team - joining reminder according to an embodiment of the present application. [Figure 17A] Schematic diagram of the interaction reminder interface according to an embodiment of the present application. [Figure 17B] Schematic diagram of the interaction reminder interface according to an embodiment of the present application. [Figure 18]This is a schematic diagram of the room interface for the target team according to an embodiment of the present invention. [Figure 19] This is a schematic diagram of the interface for deleting a target team according to an embodiment of the present invention. [Figure 20] This is an illustrative flowchart of the application process for joining a target team according to the embodiment of the present invention. [Figure 21] This is a schematic diagram of a time-conflict prompt during the application process according to an embodiment of the present invention. [Figure 22] This is an illustrative flowchart of the cancellation process for joining a target team according to the embodiment of the present invention. [Modes for carrying out the invention]

[0017] To further clarify the purpose, technical solutions and advantages of this application, the present application will be described in detail below with reference to the drawings, and the embodiments described therein should not be understood as limitations to this application, and all other embodiments that can be obtained by those skilled in the art without creative effort are included within the scope of protection of the present invention.

[0018] In the following description, the term “several embodiments” refers to a subset of all possible embodiments, and as can be understood, “several embodiments” may be the same subset or different subsets of all possible embodiments, and these can be combined with one another without conflict.

[0019] The terms “first / second / third” as used in the following description are merely for distinguishing similar subjects and do not represent a specific order of subjects. Understandably, “first / second / third” may, in some cases, be interchangeable with a specific order or sequence, thereby allowing the embodiments of the present application described herein to be carried out in an order other than that shown or described.

[0020] Unless otherwise specified, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art. The terms used herein are for illustrative purposes only and are not intended to limit the application.

[0021] Before describing the embodiments of this application in further detail, the nouns and terms referred to in the embodiments of this application will be explained below, with the following interpretations.

[0022] 1) A client is an application that runs on a terminal to provide various services, such as a game client, an instant communication client, or a video playback client.

[0023] 2) The term "in response to..." indicates a condition or state on which an operation to be performed depends, and when the dependent condition or state is met, one or more operations to be performed may be performed in real time, may have a set delay, and unless otherwise specified, there is no restriction on the order in which any of the operations to be performed are performed.

[0024] 3) “Virtual Scene” means a virtual scene that is displayed (or provided) when the application is run on a terminal, and the virtual scene may be a real-world simulation environment, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes, and the embodiments of this application are not limited to the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, sea, etc., and the land may include environmental elements such as deserts or cities, and the user can control virtual objects and move around in the virtual scene. In some embodiments, the virtual scene may be a game such as a Multiplayer Online Battle Arena (MOBA).

[0025] 4) A virtual organization is an organizational team consisting of multiple (at least two) virtual objects in a virtual scene. For example, if the virtual scene is a game, the virtual organization may be a game guild or a guild party.

[0026] According to the inventor's research findings, in the relevant technology, team formation within the virtual scene is entirely real-time. Referring to Figures 1A to 1C, which are schematic diagrams of the team formation interface in the virtual scene, users can form teams in real time by inviting online users via the invitation control 11 in Figure 1A, or by inviting offline users to come online via the invitation control 12 in Figure 1B and then forming teams in real time, or by sending structured messages to users using a social platform outside the virtual scene based on the invitation control 13 in Figure 1C to invite them to come online and then form teams. If a user cannot schedule team formation in advance and wishes to form a team at a future time, they need to communicate with multiple users repeatedly through the chat function of the virtual scene or social communication software to agree on a time. When the agreed time arrives, each agreed user comes online and forms a team. The process is complex, resulting in low efficiency in team formation reservations and human-computer interaction. Furthermore, at the agreed-upon time, some users may not be online, preventing the team from being created and resulting in a low success rate for team formation reservations.

[0027] In light of this, we propose a system, method, and apparatus, electronic equipment, computer-readable storage medium, and computer program product for reserving team formation in virtual scenes, which can realize team formation reservations in virtual scenes and improve the efficiency of human-computer interaction. Each of these will be described below.

[0028] Based on the above explanations of nouns and terms relating to the embodiments of the present application, we will first describe the team formation reservation system in a virtual scene according to the embodiments of the present application. Referring to Figure 2, Figure 2 is a schematic diagram of the architecture of the team formation reservation system 100 in a virtual scene according to the embodiments of the present application, and in order to support one exemplary application, terminal 400 is connected to server 200 via network 300, and network 300 may be a wide area network (WAN) or a local area network (LAN), or a combination of both, and data transmission is achieved using wireless links or wired links.

[0029] Terminal 400 displays a reservation control for the team formation of the first object, which is used to reserve the formation of a target team including the first object, and is configured to determine the set attributes as the team attributes of the target team in response to a team attribute setting operation based on the team formation reservation control, which includes at least the reservation formation time of the target team. Furthermore, it is configured to send a reservation request for a team formation with team attributes to the server 200 in response to a reservation decision command triggered based on the configured team attributes.

[0030] Server 200 is configured to receive a team formation reservation request sent from terminal 400, and in response to the team formation reservation request, create a target team based on the team attributes of the target team, record the reservation formation information for the target team, and return the reservation formation information to terminal 400.

[0031] Terminal 400 is further configured to display the reservation and team formation information, along with application controls for applying to join the target team, after receiving the reservation and team formation information.

[0032] In some embodiments, the method for reserving team formation in a virtual scene according to the embodiments of the present invention can be implemented by various electronic or computer devices, for example, independently by a terminal, independently by a server, or collaboratively by a terminal and a server. The embodiments of the present invention are applicable to a variety of scenarios, including, but not limited to, cloud technology, artificial intelligence, intelligent transportation, driver assistance, and game applications.

[0033] In some embodiments, the electronic device implementing the method for reserving team formation in a virtual scene according to the embodiments of the present application may be various types of terminal devices or servers, where the server (e.g., server 200) may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal (e.g., terminal 400) may be, but is not limited to, a smartphone, tablet computer, notebook computer, desktop computer, intelligent voice interaction device (e.g., smart speaker), smart home appliance (e.g., smart TV), smart watch, or in-car terminal. The terminal and server may be connected directly or indirectly by wired or wireless communication methods, and the embodiments of the present application are not limited to this.

[0034] In some embodiments, a terminal or server can implement the method for reserving team formation in a virtual scene according to the embodiments of the present invention by executing a computer program. For example, the computer program may be a native program or software module in an operating system, that is, a program that needs to be installed on the operating system to run, such as a native application (APP), or a mini-program, that is, a program that can be executed simply by downloading it to a browser environment, or a mini-program that can be embedded in any APP. In short, the above computer program may be any form of application, module, or plug-in.

[0035] The following describes the electronic device that implements the team formation reservation method in a virtual scene according to the embodiment of the present application. Referring to Figure 3A, Figure 3A is an exemplary structural diagram of the electronic device 500 that implements the team formation reservation method in a virtual scene according to the embodiment of the present application. As an example, assuming that the electronic device 500 is the terminal shown in Figure 2, the electronic device 500 according to the embodiment of the present application is: The electronic device 500 comprises at least one processor 510, memory 550, at least one network interface 520, and a user interface 530. Each component in the electronic device 500 is coupled via a bus system 540. Understandably, the bus system 540 is used to enable connection and communication between these components. In addition to the data bus, the bus system 540 further includes a power bus, a control bus, and a status signal bus. However, for clarity, in Figure 3A, the various buses are labeled as the bus system 540.

[0036] The processor 510 may be an integrated circuit chip having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components, where the general-purpose processor may be a microprocessor or any conventional processor.

[0037] The user interface 530 includes one or more output devices 531 that enable the display of media content, the output devices 531 comprising one or more speakers and / or one or more visual display screens. The user interface 530 further includes one or more input devices 532 that comprise user interface components that assist user input, such as a keyboard, mouse, microphone, touchscreen display, camera, and other input buttons and controls.

[0038] The memory 550 may be removable, non-removable, or a combination thereof, and exemplary hardware devices include solid memory, hard disk drivers, optical disk drivers, etc. The memory 550 optionally includes one or more storage devices located physically away from the processor 510.

[0039] The memory 550 may include volatile memory or non-volatile memory, or it 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 550 described in the embodiments of this application is intended to include any suitable type of memory.

[0040] In some embodiments, the memory 550 can store data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0041] Operating System 551 includes system programs configured to handle various basic system services and perform hardware-related tasks, such as a framework layer, core library layer, and driver layer, which are used to implement various basic services and handle hardware-based tasks.

[0042] The network communication module 552 is configured to reach other computer equipment via one or more (wired or wireless) network interfaces 520, which, exemplary, include Bluetooth® technology, Wireless Fidelity (WiFi®), and Universal Serial Bus (USB).

[0043] The display module 553 is configured to display information via one or more output devices 531 (e.g., a display, speaker, etc.) associated with the user interface 530 (e.g., a user interface for operating peripheral devices and displaying content and information).

[0044] The input processing module 554 is configured to detect user input or interaction from the input device 532 and to interpret the detected input or interaction.

[0045] In some embodiments, the team formation reservation device in a virtual scene according to the embodiments of the present invention can be implemented in software. Figure 3A shows the team formation reservation device 555 in a virtual scene stored in memory 550. The team formation reservation device 555 in a virtual scene may be software in the form of a program or plug-in, and includes software modules such as a first display module 5551, an attribute setting module 5552, and a processing module 5553. These modules are ethical and can be arbitrarily combined or separated based on the functions they implement. The functions of each module will be described below.

[0046] In some embodiments, the team formation reservation device in another virtual scene according to the embodiments of the present invention can also be implemented in software. Figure 3B shows the team formation reservation device 556 stored in memory 550. The team formation reservation device 556 may be software in the form of a program or plug-in, and includes software modules such as the third display module 5561 and the application module 5562. These modules are ethical and can be arbitrarily combined or separated based on the functions they implement. The functions of each module will be described below.

[0047] In several other embodiments, the virtual scene team formation reservation device 555 and the virtual scene team formation reservation device 556 according to the embodiments of the present application can be implemented using a hardware method. For example, the virtual scene team formation reservation device according to the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the virtual scene team formation reservation method according to the embodiments of the present application. For example, the processor in the form of a hardware decoding processor may employ one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic elements.

[0048] Based on the above description of the team formation reservation system and electronic equipment in the embodiment of the present application, the method for reserving a team formation in a virtual scene according to the embodiment of the present application will be described below. In some embodiments, the method for reserving a team formation in a virtual scene according to the embodiment of the present application may be implemented independently by a server or a terminal, or collaboratively by a server and a terminal. Below, the method for reserving a team formation in a virtual scene according to the embodiment of the present application will be described using the example of implementation by a terminal.

[0049] Referring to Figure 4, Figure 4 is an illustrative flowchart of a method for reserving team formation in a virtual scene according to an embodiment of the present invention, and the method for reserving team formation in a virtual scene according to an embodiment of the present invention includes the following steps.

[0050] In step 101, the terminal displays a reservation control for team formation of the first object, and the reservation control for team formation is used to reserve the formation of a target team that includes the first object.

[0051] In actual application, the terminal has a client installed that supports virtual scenes (e.g., a game client), and the client may be a client with integrated virtual scene functionality (e.g., an instant communication client, a live client, a team formation client, etc.). When a user (first object) opens a client on the terminal and the terminal runs the client, the user can interact with virtual objects based on the virtual scene screen displayed by the client. For example, if the client is a game client, the user can interact with game characters within the game scene based on the game screen displayed by the game client (e.g., engage in a virtual battle).

[0052] In actual application, the client has an integrated function for reserving team formation in a virtual scene, and this function can be implemented by a team formation reservation function control (team formation reservation control). The client's current operation object is the first object, and in some embodiments, the terminal displays the virtual scene interface after executing the client of the first object, and the team formation reservation control of the first object can be displayed on the virtual scene interface, and this team formation reservation control is used to reserve the formation of a target team that includes the first object.

[0053] In the embodiments of this application, the reservation scheduling refers to scheduling a team after the current time (the trigger time for the team scheduling reservation control or the current date) and after a target time length from the current time. In other words, the reservation scheduling time for the target team is a specific time after the current time, which is set in advance by the user. Here, the reservation scheduling time or the target time length can be set according to the actual needs. In some embodiments, the reservation formation time may be a single point in time; for example, if the current time is June 4th, the target team's reservation formation time may be 10:00 on June 8th. In other embodiments, the reservation formation time may be a single time period, which can simultaneously represent the target team's reservation formation time and the time for interactive matches; for example, if the current time is June 4th, the target team's reservation formation time may be from 10:00 to 11:00 on June 8th, meaning the target team is formed at 10:00 on June 8th, the duration of the target team is from 10:00 to 11:00, and during this period, match interactions in the virtual scene can be performed based on the formed target team.

[0054] In actual applications, a virtual scene may include at least two virtual organizations, each virtual organization containing at least two virtual objects, and different virtual organizations may be adversarial. In some embodiments, a terminal displays a virtual organization control on the interface of the first object's virtual scene, and in response to a trigger operation on the virtual organization control, displays a virtual organization interface corresponding to the virtual organization, the first object belongs to that virtual organization, and displays a team formation reservation control on the virtual organization interface.

[0055] For illustrative purposes, taking the example that the client is a game client, the virtual organization is a GUILD PARTY, and referring to Figure 5, which is a schematic diagram of the demonstration interface of the team formation reservation control according to an embodiment of the present invention, in Figure 5, after the user clicks the virtual organization control 51 (i.e., the GUILD PARTY button), the game client responds to the click operation by displaying the virtual organization interface 52 corresponding to the virtual organization, and the team formation reservation control 53 (i.e., the Create Guild Party button) is displayed on the virtual organization interface 52, and the team formation reservation control 53 is used to reserve the formation of a target team including a first object.

[0056] In step 102, based on the team formation reservation control, in response to the team attribute setting operation, the set attributes are determined to be the team attributes of the target team, and these team attributes include at least the reservation formation time of the target team.

[0057] In actual application, when the first object attempts to reserve a target team via the team formation reservation control, it must first set the team attributes of that target team. The setting of team attributes is described below.

[0058] In actual application, when the first object triggers a team formation control, the terminal can display an attribute setting interface, which allows the first object to set the team attributes of the target team. For example, when a user triggers a team reservation function, i.e., after triggering the team formation reservation control, for example, after performing a click, double-click, or long-press operation on the team formation reservation control, the terminal displays an attribute setting interface for setting attributes for the target team, and the terminal can receive the settings for the target team's team attributes by the first object via the displayed attribute setting interface.

[0059] In actual application, team attributes include the scheduling time and are the scheduling of the team; therefore, the user needs to set the scheduling time. In some embodiments, in addition to the scheduling time, the user can set at least one of the target team attributes, such as the team interaction mode, number of team members, number of submitted objects, submitted object level, and team tag, via the displayed attribute setting interface.

[0060] In some embodiments, the attribute setting interface includes attribute function items corresponding to each team attribute, such as a time function item for setting the reservation scheduling time, a team interaction mode function item for setting the interaction mode of the target team, a team member count function item for setting the number of members of the target team, a requested object count function item for setting the number of objects that will apply to join the target team, a requested object level function item for setting the object level at which objects will apply to join the target team, and a team tag function item for setting the team tags of the target team.

[0061] Based on the attribute setting interface, the terminal receives a team attribute setting operation to set team attributes, and the team attribute setting operation includes a first setting operation to set the reservation scheduling time and a second setting operation to set other team attributes excluding the reservation scheduling time. In some embodiments, the terminal receives a first setting operation for the reservation scheduling time based on a time function item and a second setting operation for team attributes based on an attribute function item.

[0062] Next, referring to Figure 6, which is a schematic diagram of the attribute setting interface according to an embodiment of the present invention, in combination with Figure 5, after the user clicks the team formation reservation control 53 in Figure 5, the attribute setting interface 61 shown in Figure 6 is displayed, and the attribute setting interface 61 displays a team interaction mode function item 62 (i.e., TEAM MODE), and in Figure 6, four interaction mode options for allowing the user to set the game mode are exemplarily shown, namely Rank mode (i.e., Rank), Matching mode (i.e., PvP), Custom mode (i.e., Custom), and Other mode (i.e., Other), and the user can select the interaction mode according to their actual needs; the attribute setting interface 61 also displays a team member count function item 63 (i.e., Party size) for allowing the user to set the number of team members, and in Figure 6, the options are 2 people (Duo), 3 people (Trio), and 5 people (Full), respectively. Three member count options for a team are shown exemplarily, allowing the user to select the number of team members according to their actual needs; the attribute setting interface 61 further displays the number of requested objects function item 64 (i.e., Member num), allowing the user to set the number of objects to request to join the target team by quantity instruction identifier 641; the attribute setting interface 61 further displays the time function item 65, allowing the user to set the reservation and organization time for the target team; the attribute setting interface 61 further displays the requested object level function item 66 (Ranked Requirements), allowing the user to set the object level to request to join the target team; and the attribute setting interface 61 further displays the team tag function item 67 (i.e., Party Tag), allowing the user to set the team tag for the target team.

[0063] In some embodiments, team attributes may further include sub-interaction modes, and accordingly, the attribute setting interface may also display a sub-interaction mode function item, which can be used to set the target team's sub-interaction mode. Figures 7A and 7B are schematic diagrams of the sub-interaction mode setting interface according to embodiments of the present invention. Referring to Figure 7A, in the attribute setting interface 71, if the user selects another mode within the interaction mode options, the sub-interaction mode function item 72 becomes selectable. When the user clicks on a sub-interaction mode option, a list of sub-interaction mode options is displayed. Figure 7A exemplifies three sub-interaction modes: polar mode, human-computer simple mode, and human-computer normal mode, and the user can click to select a sub-interaction mode. Referring to Figure 7B, in the attribute setting interface 73, if the user selects a custom mode within the interaction mode options, the sub-interaction mode function item 74 becomes selectable. When the user clicks on a sub-interaction mode option, a list of sub-interaction mode options is displayed. Figure 7B exemplifies four sub-interaction modes: Blind Pick Mode, Summon Mode, Howling Abyss, and Competitive Summon Mode. If the user selects Rank Mode or Matching Mode within the interaction mode options, the sub-interaction mode function item becomes unavailable.

[0064] In actual application, users have a need to set tags for the teams being formed. If a team being formed has a corresponding team tag, the team tag can indicate the characteristics of that team, improving the efficiency of other users joining the team being formed and the success rate of the final formation of the team being formed. In some embodiments, if the team attribute includes a team tag and a tag function item for setting team tags is displayed in the attribute setting interface, the user can set team tags in the following way: In response to a trigger operation on the tag function item, the terminal displays a tag selection interface containing at least two team tags, and in response to a selection operation on the target team tag among the at least two team tags, it determines the target team tag as the team tag for the target team.

[0065] Illustratively, Figures 8A and 8B are schematic diagrams of the team tag setting interface according to an embodiment of the present invention. Referring to Figure 8A, when a user triggers the tag function item 82 for setting a team tag in the attribute setting interface 81, the tag option interface 83 is displayed. The tag option interface 83 displays selectable team tag options, and the user can select a team tag. Referring to Figure 8B, when a user clicks the tag function item 85 for setting a team tag in the attribute setting interface 84, the tag option interface 86 is displayed. The tag option interface 86 displays selectable team tag options, and the user can select a team tag.

[0066] In some embodiments, in addition to being able to set the interaction mode of a target team based on the team interaction mode function item in the attribute setting interface, the user can set the team interaction mode based on the team interaction mode function item displayed in the virtual organization interface before triggering the team formation reservation control. Figure 9 is a schematic diagram of the team interaction mode setting interface according to an embodiment of the present invention, and referring to Figure 9, the virtual organization interface 91 displays the team interaction mode function item 92, and after the user triggers the team interaction mode function item 92, the team interaction mode interface 93 is displayed, and the team interaction mode interface 93 displays multiple (at least two) team interaction modes that the user can select.

[0067] In actual application, since the target team needs to be formed within the scheduled scheduling time set by the user from the present onward, the scheduled scheduling time is a team attribute that must be set. In actual application, the team attribute setting operation includes a first setting operation to set the scheduled scheduling time and a second setting operation to set other team attributes excluding the scheduled scheduling time. After the user triggers the team attribute setting operation based on the attribute setting interface, the terminal determines the set attributes as the team attributes of the target team.

[0068] In step 103, in response to a reservation decision command triggered based on the configured team attributes, reservation scheduling information with team attributes is displayed.

[0069] Here, the reservation formation information is used to instruct the formation of the target team, including the first object, at the reserved formation time, and is used for the second object to apply to join the target team based on the reservation formation information.

[0070] The attribute setting interface can display a reservation confirmation control, and after the user triggers a team attribute setting operation based on the attribute setting interface, the reservation confirmation control can trigger a reservation confirmation command. Referring to Figure 6, the attribute setting interface 61 in Figure 6 shows a reservation confirmation control 68 (i.e., the OPEN PARTY button), and when the user clicks the OPEN PARTY button, a reservation confirmation command is triggered.

[0071] In actual application, after the terminal receives the team attributes of the target team set by the user in the attribute setting interface, it sends a request to the server (e.g., server 200 in Figure 2) to reserve a team formation with the team attributes. In response to the request to reserve a team formation, the server creates a target team based on the team attributes of the target team. The created target team is an empty team, and the reservation formation information for the target team is recorded and returned to the terminal. This reservation formation information may include team attributes set by the user, such as the team interaction mode, the number of team members, the team tag, the reservation formation time, and the team creator (i.e., the first object).

[0072] In actual implementation, a team list is stored on the server, and Figure 10 is a schematic diagram of a team list according to an embodiment of the present invention. Referring to Figure 10, the team list (i.e., Team List) 110 is used to record team information 120 (i.e., Member List) reserved and organized by each terminal. In some embodiments, the team information in the team list can be recorded in chronological order of the team's reservation and organization time. When a user triggers a delete command for a target team, the server deletes the corresponding team information from the team list. This team information (Member List) may include object (Player) information 130 that applied (i.e., applied) to join the target team. In some embodiments, Member Players in the List can be recorded in the order in which they applied to join the team. The creator of the target team (the first object) is, by default, the object that first applied to join the team. The creator cannot cancel their application, but can delete the reserved team. Other virtual objects that applied to join the target team can cancel their applications. If an object that applied to join the team cancels its application to the target team, or cancels its application to the target team, the server removes the corresponding object information from the target team's team information. In other words, the team list on the server is updated in real time according to the actions of the front-end user, and the updated information is synchronized to the front-end.

[0073] In some embodiments, after receiving a team formation reservation request sent from the terminal of the first object, the server needs to determine whether the login account of that terminal has the authority to reserve the creation of the target team before creating the target team. If it determines that the account has the authority to reserve the creation of the target team, the server creates the target team and updates the team list.

[0074] In actual application, the server can determine whether the login account of the terminal (i.e., the first object) has the authority to reserve the creation of a target team in the following manner: The server retrieves the number of teams that the first object has reserved and organized during the target time period. If the number is less than the quantity threshold, the server determines that the first object has the authority to reserve the creation of a target team. If the number is greater than the quantity threshold, the server displays organization prompt information, which is used to prompt that the number of teams organized by the first object has reached its limit. Here, the target time period and quantity threshold can be set according to actual needs; for example, the target time period may be one day or one week, and the quantity threshold may be 1 or 3.

[0075] In actual application, different user login accounts may have corresponding levels, and accordingly, the server can determine whether the login account of that terminal (i.e., the first object) has the authority to reserve the creation of a target team in the following manner: The server retrieves the level of the first object, and if the level of the first object reaches the target level (which can be set according to actual needs), the server determines that the first object has the authority to reserve the creation of a target team. For example, if each login account corresponding to the virtual scene is divided into six levels, and the level of the first object is three levels or higher, the server determines that the first object has the authority to reserve the creation of a target team.

[0076] In actual application, with the exception of the terminal of the target team creator, other user terminals (second object terminals) receive the reservation organization information sent from the server, display the reservation organization information with team attributes, apply to join the target team based on the reservation organization information, and when a second object terminal receives a team application operation triggered by the second object based on the reservation organization information, it displays the application result prompt information of the second object, which is used to prompt the second object for the application to join the target team.

[0077] In actual application, the terminal of the second object can display booking information via the virtual organization interface, and in actual application, the terminal displays the virtual organization interface of the second object, and the virtual organization corresponding to the virtual organization interface includes the first object and the second object, and displays booking information with the team attributes of the target team on the virtual organization interface.

[0078] Here, if the team attribute includes the number of requested objects and the number of requested objects is the target quantity (which can be set according to actual needs), the terminal of the second object further displays the object display bit for the target quantity, and this object display bit is used to carry the object identifier, displaying the object identifier of the virtual object that applied to join the target team in the object display bit. That is, if an object identifier is displayed in an object display bit, it indicates that the object corresponding to that object identifier has applied to join the target team, and there is a one-to-one correspondence between the object identifier and the object display bit. Accordingly, the application result prompt information of the second object is represented by whether or not the object identifier of the second object is in the object display bit. If the application for the second object to join the target team is successful and there is an empty display bit in the object display bit for the target quantity, the object identifier of the second object is displayed in the empty display bit to prompt that the application for the second object to join the target team was successful.

[0079] In some embodiments, when a second object triggers the reservation formation information (e.g., by clicking the reservation formation information), an application control for applying to join the target team is displayed, and when the second object triggers the application control (e.g., by clicking, double-clicking, etc.), an application command (i.e., an application command) is triggered. In some other embodiments, the terminal of the second object displays the reservation formation information and simultaneously displays the application control for applying to join the target team. Figure 11 is a schematic diagram of the application interface for a target team according to an embodiment of the present invention, where the virtual organization interface 111 displays reservation formation information corresponding to the teams reserved by each member of the virtual organization, and the corresponding application control, for example, the reservation formation information 112 and the corresponding application control 113 shown in Figure 11, thereby enabling the user to intuitively view the reservation information for each team formation through the virtual organization interface 111 and apply to join the corresponding target team based on the application control according to their situation.

[0080] In actual implementation, in addition to the second object proactively applying to join the team based on the reservation organization information displayed on the second object terminal, the creator of the target team (first object) can invite the second object to the target team. In some embodiments, the first object's terminal displays a target team invitation function item in the association area of ​​the reservation organization information. This invitation function item is used to invite at least one second object to the target team. When a trigger operation is received on the invitation function item, it displays an object invitation interface containing at least one second object. Based on the object invitation interface, in response to the invitation operation for the target second object, it displays invitation prompt information to prompt (present) the invitation result for the target second object.

[0081] In some embodiments, the correspondence between a second object and an invitation feature item may be one-to-one, that is, each second object corresponds to one invitation feature item, the object invite interface displays the object identifier of each second object, the association area of ​​the object identifier displays the corresponding object invite feature item, and in response to a trigger operation on the target object invite feature item corresponding to the target second object, the trigger operation on the target object invite feature item is determined as an invite operation to the target second object.

[0082] In some embodiments, the correspondence between a second object and an invitation function item may be multiple-to-one, i.e., multiple second objects correspond to one invitation function item, the object identifier of each second object is displayed in the object invitation interface, the invitation function item is displayed in response to a selection operation on the target second object based on the displayed object identifier, and the trigger operation on the invitation function item is determined as an invitation operation for the target second object in response to a trigger operation on the invitation function item, where the number of target second objects may be one or more (i.e., at least two).

[0083] In actual application, there may be cases where a second object applies to join another team that is being scheduled, and the corresponding scheduling time conflicts with the target team's scheduled scheduling time. In this case, when the terminal of the first object displays the object invitation interface, it will display a first prompt information on the object invitation interface to prompt for the time conflict.

[0084] In actual application, the second object may be in an uninvitable state. For example, if the second object is set to not notify applicants of invitations, the second object will be in an uninvitable state. In this case, when the terminal of the first object displays the object invitation interface, it will display second prompt information on the object invitation interface to prompt that the second object is in an uninvitable state.

[0085] For illustrative purposes, referring to Figure 12, which is a schematic diagram of the display interface for an invitation function item according to an embodiment of the present invention, in the virtual organization interface 121 shown in Figure 12, the invitation function item 122 for the target team is displayed in the association area of ​​the reservation organization information, and when the first object clicks the invitation function item 122, the page jumps to the object invitation interface 123, where the object identifier of the second object that can be invited is displayed, and the corresponding object invitation function item 124 is displayed in the association area of ​​the object identifier, and when the first object clicks the object invitation function item 124, an invitation command to the corresponding second object is triggered. Here, after the first object clicks the object invitation function item and triggers an invitation command to the corresponding second object, the terminal cancels the display of the clicked object invitation function item and displays an instruction identifier 125 to indicate that the invited object has been invited, thereby indicating that the corresponding second object has been invited.

[0086] Referring to Figure 13, which is a schematic diagram of an object invitation interface according to an embodiment of the present invention, the object invitation interface 131 shown in Figure 13 displays an invitation function item 132 for indicating that the corresponding second object is inviteable, an instruction identifier 133 for indicating that the corresponding second object has been invited, first prompt information 135 for prompting a time conflict, and second prompt information 134 for prompting that the second object is in an uninvitable state.

[0087] In actual application, if a second object (e.g., Target Second Object) is displayed as being in an uninvitable state, but the first object persists in its invitation and triggers an invitation operation for Target Second Object, the terminal responds to the invitation operation for Target Second Object by displaying corresponding invitation prompt information for Target Second Object, where the invitation prompt information is used to prompt that Target Second Object is in an uninvitable state and that the invitation to Target Second Object has failed. Figure 14 is a schematic diagram illustrating the invitation prompt information according to an embodiment of the present invention. In combination with Figure 13, when the first object clicks 134 to trigger an invitation operation, the invitation prompt information 141 shown in Figure 14, "The object is set to not accept invitations and cannot be invited," is displayed.

[0088] In some embodiments, after the first object invites the second object, the second object's terminal displays the first object's invitation information and a corresponding decision control. This invitation information is used to instruct the first object to invite the second object to the target team. Upon receiving a trigger operation on the decision control, the first object determines that the trigger operation on the decision control is a team application operation. In actual application, the first object's terminal can send the invitation information via email, and the second object's terminal receives the invitation information sent via email.

[0089] In actual application, after a second object submits an application to join a target team based on an application control, for example, the application control 113 shown in Figure 11, i.e., when the application result prompt information indicates that the second object's application to join the target team was successful, the terminal of the second object switches the display of the application control for the target team to the display of the application cancellation control for canceling the application to join the target team, and when it receives a trigger operation for the application cancellation control, it cancels the display of the application result prompt information. Referring to Figure 15, which is a schematic diagram of the switching demonstration of the application control according to the embodiment of the present invention, when the second object clicks the application control 151 to apply to the target team, i.e., when the object identifier of the second object is displayed in the object display bits, the terminal switches the display of the application control 151 to the display of the application cancellation control 152, and when the user clicks the application cancellation control 152, the application is canceled.

[0090] In some embodiments, if the second object successfully applies to join the target team, the team invitation interface is displayed within the target period (which can be set according to actual needs) before the scheduled team formation time arrives. The team invitation interface displays the target team's join control, and when a trigger operation is received on the join control, the second object is controlled to join the target team.

[0091] Here, if, during the scheduled team formation time, another team different from the target team exists, and the second object applies to join that other team, in the process of displaying the target team's join control, the team invitation interface will display the other team's join control, and when a trigger operation is received for the other team's join control, the second object will be controlled to join the other team.

[0092] For illustrative purposes, Figure 16 is a schematic diagram of a team join reminder interface according to an embodiment of the present invention. Referring to Figure 16, if the second object is online within the target period before the scheduled scheduling time arrives, for example, within 15 minutes before the scheduled scheduling time arrives, the team invitation interface 161 is displayed, and the join control 162 is displayed on the team invitation interface 161. If the second object applies to two or more teams with the same scheduled scheduling time, for example, Team 1 and Team 2 in Figure 16, the corresponding join control is displayed for each team.

[0093] In some embodiments, within the target period before the scheduled scheduling time arrives, the terminal of the first object also prompts the first object. For example, the terminal of the first object displays an interaction reminder interface, which displays room creation prompt information corresponding to the target team and the corresponding creation function item. When a trigger operation is received on the creation function item, a room is created to allow members in the target team to interact.

[0094] Here, the interaction reminder interface further displays the object identifier of the second object that applied to join the target team, and the online status of each second object. Figure 17A is a schematic diagram of the interaction reminder interface according to an embodiment of the present invention. In the interaction reminder interface 171 shown in Figure 17A, relevant information of the created target team, such as the start time of the battle and the team interaction mode, is displayed, as are the object identifier of the second object that applied to join the target team, and the online status of each second object. The second object shown in 172 is online, while the other second objects are offline. The interaction reminder interface 171 also displays room creation prompt information 174 corresponding to the target team and the corresponding creation function item 173. When the first object clicks the creation function item 173, a room is created for interaction with members within the target team.

[0095] In some embodiments, the interaction reminder interface further displays an invitation option for inviting a requested second object. Figure 17B is a schematic diagram of the interaction reminder interface according to an embodiment of the present invention. Referring to Figure 17B, the interaction reminder interface 171 further displays an invitation option 175. Upon receiving a trigger operation for a create function item and if the invitation option is checked, it sends invitation information to enter the room to each requested second object.

[0096] Here, after the terminal of the first object creates a room corresponding to the target team, the room interface of the target team is displayed, and the member list of the target team is displayed on the room interface, and the member list displays the member information of each member in the target team. In actual application, there is a quantity limit on the number of members of the target team, or the number of members of the target team is fixed, and accordingly, if the number of applied second objects is greater than the number of members (maximum quantity) of the target team, the members of the target team are determined by the order in which the second objects enter the room. Figure 18 is a schematic diagram of the room interface of the target team according to an embodiment of the present invention, and referring to Figure 18, the room interface 181 of the target team displays a member list 182 consisting of the second objects that have entered the room, and related information of each second object such as level and nickname is displayed.

[0097] In some embodiments, when a trigger operation is received on a create function item and the invite option is unchecked, the terminal of the first object creates a room for interaction with members in the target team, displays the target team's room interface, displays the object identifier and corresponding invite control of each requested second object on the room interface, and when a trigger operation is received on the invite control corresponding to the target second object, sends invitation information to the target second object to enter the room, inviting the target second object to the target team's room.

[0098] In some embodiments, the terminal of the first object displays a delete control for a target team, which is used to delete a target team reserved by the first object, and cancels the display of the reservation information when a trigger operation is received for the delete control. In actual application, when the first object triggers a delete operation for a target team, the first object is prompted to confirm whether or not to delete the reserved target team. Figure 19 is a schematic diagram of the interface for deleting a target team according to an embodiment of the present invention. Referring to Figure 19, after the first object clicks the delete control 191, a pop-up window 192 is displayed, which contains prompt information to prompt the first object whether or not to delete the reserved target team, along with corresponding confirmation and cancel buttons. When the first object clicks the confirmation button, a delete confirmation command is triggered, and the display of the reservation information is canceled. When the first object clicks the cancel button, the pop-up window 192 is closed.

[0099] Here, when the terminal of the first object receives a trigger operation for the delete control, it obtains the time interval from the present to the scheduled scheduling time, and if the time interval is greater than the time interval threshold (which can be set according to actual needs, for example, 15 minutes), it cancels the display of the scheduled scheduling information.

[0100] If the first object deletes a target team before the scheduled formation time arrives, the server generates a deletion prompt. This deletion prompt is used to prompt the first object that it has deleted the scheduled target team. The server then sends this deletion prompt to the second object that applied to join each target team, and the second object's terminal receives and displays the deletion prompt corresponding to the target team.

[0101] In some embodiments, if the number of second objects that have applied to join the target team reaches the number of applied objects set by the first object, the reservation organization information is not displayed. For example, the terminal obtains the number of second objects that have applied to join the target team, and if the number is the target number, it cancels the display of the reservation organization information. Alternatively, the server compiles statistics on the number of second objects that have applied to join the target team in real time, and if the number is the target number, it sends a command to the terminals of the first object and the second object to cancel the display of the reservation organization information, causing the terminals of the first object and the second object to cancel the display of the reservation organization information.

[0102] By applying the above embodiment of the present invention, a function to reserve the formation of a target team is provided by displaying a team formation reservation control, and in response to a trigger operation on the team formation reservation control, an attribute setting interface is displayed so that the user can set team attributes, including the reserved formation time, for the reserved formation team, and when a reservation decision command is triggered, reservation formation information is displayed to instruct the formation of the target team at the reserved formation time, so that a second object can apply to join the target team based on the reservation formation information, and in this way the first object can realize the reservation of team formation in the virtual scene based on the provided target team reservation formation function, and a second object in the virtual scene can apply to join the target team based on the reservation formation information, and the efficiency of human-computer interaction and the efficiency of team formation reservation are improved because the user does not need to communicate repeatedly regarding team formation.

[0103] The following describes the processing process for applications to join a target team. In actual application, when a user triggers the application control, that is, after clicking the apply button, an application command is triggered. The terminal of the second object (applicant user) responds to this application command by sending an application request to the server. The server determines whether the object meets the application requirements based on the object identifier included in the application request. If it determines that the object meets the application requirements, it adds the object to the Member List and returns application success information to the terminal of the second object.

[0104] In some embodiments, meeting the application requirements means that at least one of the following is met: there is no conflict in application time; the applicant user belongs to a virtual organization; the target team (current reservation team) is active; the applicant user's credit score reaches a score threshold; and the number of applicants for the target team is not full. Here, a conflict in application time means that the reservation scheduling time of the target team conflicts with the target time, and the target time includes the reservation scheduling time of other reservation teams applied for by the current second object and the reservation scheduling time of the reservation team created by the current second object itself. An active target team means that the target team still exists, i.e., has not been deleted by its creator.

[0105] Referring to Figure 20, which is an exemplary flowchart of the application process for joining a target team according to an embodiment of the present invention, the process for applying to join a target team includes the following steps.

[0106] In step 201, the player clicks the button to apply for a reserved team.

[0107] Here, when a user (player) applies to join a corresponding target team based on the application control, for example, when the player clicks the application control 113 (apply button) in Figure 11, an application command to the target team (i.e., the reserved team) is triggered, and the terminal of the second object responds to this application command by sending an application request to the server to apply to join the target team.

[0108] In step 202, it is determined whether the match times reserved by the players for each team conflict. If there is a conflict, step 203 is performed; otherwise, step 204 is performed.

[0109] Here, the server, in response to the application request sent from the terminal of the second object, determines whether the reservation scheduling time of the target team conflicts with the target time, where conflict refers to whether there is a time overlap, and the target time includes the reservation scheduling times of other reservation teams applied for by the current applicant and the reservation scheduling time of the reservation team created by the current applicant.

[0110] In step 203, a time conflict reminder dialog box pops up.

[0111] Figure 21 is a schematic diagram of a time conflict prompt during the application process according to an embodiment of the present invention. Referring to Figure 21, if a time conflict exists between the first reservation team that the user is currently applying to join and the second reservation team that the user has already applied to join previously, a time conflict reminder dialog box 2110 will pop up after the user clicks the apply button, asking the user whether to continue with the application. If the user clicks the OK button, it will trigger the continuation of the application order, i.e., the user will decide to continue with the application operation and execute step 204.

[0112] In step 204, determine whether the player is still a member of a guild. If not, perform step 205; otherwise, perform step 206.

[0113] Here, if the server determines that there is no time conflict in the match time of the applicant user's reserved team, or if there is a conflict but the player continues the application process, it continues to determine whether the player is still a member of a guild (virtual organization). If the player has left the guild or is not a member of a virtual organization, it sends prompt information to the terminal of the second object to prompt the user that they are not currently a member of a guild, causing the terminal of the second object to execute step 205. If it determines that the player is a member of a virtual organization, the execution of step 206 is triggered.

[0114] In step 205, the player terminal jumps to the lobby interface and a Tips prompt pops up.

[0115] If the player terminal (i.e., the terminal of the second object) receives prompt information from the server to prompt the user that they are not currently a member of a guild, the page jumps to the lobby interface, i.e., the interface corresponding to the HOME button in Figure 21, and displays the prompt information on the interface to prompt the user that they are not currently a member of a virtual organization (e.g., a game guild).

[0116] In step 206, determine whether this reservation team still exists. If it does not exist, perform step 207; otherwise, perform step 208.

[0117] If the server determines that the applicant belongs to a virtual organization, it then determines whether the target team the applicant is currently applying to, i.e., the reserved team, is active, i.e., still exists, i.e., has been deleted by its creator. If it determines that the current reserved team does not exist, it returns prompt information to the terminal of the second object to prompt the user that the current reserved team does not exist.

[0118] In step 207, the player terminal performs a list refresh and pops up a Tips prompt.

[0119] In actual application, when the player terminal (i.e., the terminal of the second object) receives prompt information from the server indicating that the current reservation team does not exist, it performs a refresh operation on the virtual organization interface to display prompt information indicating that the current reservation team does not exist.

[0120] In step 208, determine whether the player credit score is eligible or not. If not, perform step 209; otherwise, perform step 210.

[0121] In actual implementation, a credit score threshold can be set in advance, and the size of this credit score threshold can be set according to the actual needs. For example, the credit score threshold can be set to 360 points. In some embodiments, if a player's credit score reaches the credit score threshold, the player's credit score is determined to be eligible. In some other embodiments, in addition to detecting the player's credit score, it is also detected whether the player has a black market mark. If the user's credit score reaches the credit score threshold and the player does not have a black market mark, the player's credit score is determined to be eligible.

[0122] The Black Market mark here is used to indicate that a target activity history exists for the corresponding user (player), and such target activity may be an unauthorized interaction such as cheating in the virtual scene, account theft, or private server activity. Here, cheating refers to the act of modifying game data or altering the game's original normal settings and rules using third-party software or programs to abnormally enhance the skills of game characters, etc., and a private server is essentially a pirated game, that is, the act of illegally obtaining the game server installation program without authorization, setting up a network server oneself, and allowing other players to use it.

[0123] In actual application, if the server determines that a player's credit score is ineligible, it sends corresponding prompt information to the terminal of the second object to prompt the player that their credit score is ineligible.

[0124] In step 209, the player terminal jumps to the lobby interface and a Tips prompt pops up.

[0125] Here, if the player terminal (i.e., the terminal of the second object) receives prompt information from the server indicating that the player's credit score is insufficient, it jumps from the virtual organization interface to the lobby interface, i.e., the interface corresponding to the HOME button in Figure 13, and displays prompt information on the interface, prompting the user that they cannot join a guild team because their credit score is too low.

[0126] In step 210, determine whether the number of applicants for the team is full. If so, perform step 211; otherwise, perform step 212.

[0127] Here, after determining that the player's credit score is eligible, the server determines whether the number of applicants for the reservation team the player is currently applying for is full. If it determines that the number of applicants is not full, it sends a prompt message to the player's terminal indicating that the application was successful. If the number of applicants is full, it sends a corresponding prompt message to the player's terminal indicating that the number of applicants is full.

[0128] In step 211, the player terminal performs a list refresh and pops up a Tips prompt.

[0129] In actual application, when the player terminal (i.e., the terminal of the second object) receives prompt information from the server indicating that the number of applicants is full, the player terminal performs a refresh operation on the virtual organization interface to display prompt information indicating that it is not possible to apply because the number of people in the currently reserved team is full.

[0130] In step 212, the application is successful, the player terminal performs a list refresh, and a Tips prompt pops up.

[0131] In actual application, when a player terminal receives prompt information from the server to prompt the player for successful application, the player terminal performs a refresh operation on the virtual organization interface to display prompt information to prompt the player for successful application.

[0132] In step 213, the player terminal cancels the display of the reserved team application button and displays the application cancellation button.

[0133] In actual application, after a player successfully applies, the player's terminal cancels the display of the reserved team application button and, after a certain period of time (which can be set according to actual needs, for example, 3 seconds), displays the application cancellation button, making it easier for the user to cancel their application to the reserved team if their plans change.

[0134] Based on the application process for joining the target team described above, the cancellation process for joining the target team will now be described, referring to Figure 22, which is an exemplary flowchart of the cancellation process for joining the target team according to an embodiment of the present invention, and the cancellation process for joining the target team includes the following steps.

[0135] In step 301, the player clicks the "Cancel Application" button.

[0136] If a user (player) wishes to cancel their application to a target team (apply to join), they can trigger a "Cancel Application" button displayed on the player's terminal. For example, clicking this "Cancel Application" button can trigger an application cancellation command, and in response, the player's terminal sends an application cancellation request to the server.

[0137] In step 302, determine whether the player is still a member of a guild. If not, perform step 303; otherwise, perform step 304.

[0138] After receiving an application cancellation request from the player's terminal, the server determines whether the player belongs to a guild (virtual organization). If it determines that the player has left or is not a member of a virtual organization, the server sends prompt information to the player's terminal to prompt them to acknowledge that they are not currently a member of a guild.

[0139] In step 303, the player terminal jumps to the lobby interface and a Tips prompt pops up.

[0140] When the player's terminal receives prompt information from the server prompting the user that they are not currently a member of a guild, the page jumps to the lobby interface, i.e., the interface corresponding to the HOME button in Figure 13, and displays the prompt information on the interface to prompt the user that they are not currently a member of a virtual organization (e.g., a game guild).

[0141] In step 304, determine whether this reservation team still exists. If not, perform step 305; otherwise, perform step 306.

[0142] If the server determines that the applicant belongs to a virtual organization, it then determines whether the target team the applicant is currently applying to, i.e., the reserved team, is active, i.e., exists, or has been deleted by its creator. If it determines that the current reserved team does not exist, it returns prompt information to the second object's terminal to indicate that the current reserved team does not exist. If it determines that the current reserved team does exist, it returns prompt information to the player's terminal indicating that the application has been successfully canceled.

[0143] In step 305, a list refresh is performed, and a Tips prompt pops up.

[0144] In actual application, if the player terminal receives prompt information from the server indicating that the current reservation team does not exist, it will perform a refresh operation on the virtual organization interface to display prompt information indicating that the current reservation team does not exist.

[0145] In step 306, the player successfully cancels their application, performs a list refresh, and a Tips prompt pops up.

[0146] When the player terminal receives prompt information from the server to prompt the player for successful cancellation of their application, the player terminal performs a refresh operation of the reservation scheduling information in the virtual organization interface and displays prompt information to prompt the player for successful cancellation of their application.

[0147] In step 307, the cancellation button for the reservation team disappears, and the application button is displayed.

[0148] In actual application, after a player successfully cancels their application, the player's terminal will cancel the display of the application cancellation button and, after a certain period of time (which can be set according to actual needs, for example, 5 seconds), display the reservation team application button to facilitate the user's re-application to the reservation team.

[0149] By applying the above embodiment of the present invention, the user clicks the reserved team application button (team formation reservation control), and after considering factors such as time conflicts, whether or not the user belongs to a guild, whether or not a reserved team exists, the player's credits, and the number of applicants, the user can finally apply to join a reserved team, providing the user with a convenient application route. At the same time, it ensures that the members joining the reserved team meet the pre-set application conditions, and since there is no need for repeated communication between the applicant user and the creator user regarding team formation, the efficiency of human-computer interaction and the efficiency of team formation reservations are improved.

[0150] The following describes an exemplary application of the embodiment of the present invention in one actual application scenario. Using the example that the virtual scene is a game, the method for reserving team formation in a virtual scene according to the embodiment of the present invention will be described. The proposed team formation reservation technology in a virtual scene according to the embodiment of the present invention is asynchronous team formation, completely solving the problem that one party must be online and waiting in real time. The initiator or players wishing to join can reserve team formation within the game, and at the same time, the inviter can invite other guild members to reserve team formation via email. Before the reservation time arrives, the server sends a reminder to all players who have reserved team formation, helping the initiator to quickly invite all other joined guild players to join.

[0151] First, we will explain the proposed technology for reserving team formation in a virtual scene from the perspective of human-computer interaction. As shown in GUILD PARTY in Figure 5, the game has a game guild, and the game client has a guild system. The guild system has a team formation reservation function, such as control 53 provided in Figure 5. A player (corresponding to the first object above) can start a team formation reservation based on this control, and other members (second object) belonging to the same game guild as the player can respond to the team formation in advance, that is, they can apply to the reserved team. In actual application, the first object can set the number of objects that can apply, and the set number of objects that can apply may exceed the number of members in the reserved team.

[0152] In actual implementation, when a player clicks the control for reserving team formation, an attribute setting interface for setting team attributes is displayed. As shown in Figure 6, players can set team attributes according to their needs, such as the match mode (i.e., team interaction mode), the number of players to be open (i.e., the number of team members), the number of applicants (the number of submitted objects), the match start time (i.e., the reservation formation time), the rank requirements (the level of submitted objects), and the team tags (i.e., the team tags).

[0153] When a player triggers a reservation confirmation command, for example, by clicking the OPEN PARTY button in Figure 6, a team reservation is made. The game guild interface (i.e., GUILD PARTY interface) for each member in the game guild displays the reservation team formation information, as shown in 112 in Figure 11. Here, for terminals of objects other than the creator in the game guild, the reservation formation information is displayed along with an application control, as shown in 113 in Figure 11, which players can click to apply. For the terminal of the team creator, the reservation formation information is displayed along with an invitation control, as shown in 122 in Figure 12, which allows the creator of the reserved team to send invitations to other players for team formation reservations. The invitation may take the form of an email, but a player accepting the invitation is the same as a player actively applying. In data analysis, statistics are statistically analyzed separately for the paths of the two clients (creator and applicant).

[0154] If, during the period before the scheduled start time of a reserved team (e.g., 15 minutes) and before the team is called back (e.g., during the period after the start time, e.g., 5 minutes), the creator of the reserved team is in the lobby interface, or returns to the lobby interface and the creator is not in the reserved team's room, a dialog box will pop up, as shown in Figures 17A and 17B, and will be displayed once each time the team is called back.

[0155] Before the reserved team starts fighting, a battle invitation dialog box will pop up for all online players who have received a battle invitation for team formation, or for all players who have applied to join a reserved team, as shown in Figure 16, prompting the players to join the reserved team.

[0156] When a player is in a reservation team's room, a list of applicants is added to the list on the right side of the room, placed at the top and displayed by default. As shown in Figure 18, the information displayed for each player in the list is the same as in the guild member list and the friend list.

[0157] Next, we will explain the server's processing logic after a player triggers a team formation reservation command and the player terminal sends the reservation request to the server.

[0158] In actual application, as shown in Figure 10, the server adopts a dual-list structure, namely, within a single guild, it records a reserved team list in chronological order of the start of battle, and each team records the order of players within the guild according to the order of application, with the creator being the first to apply by default. Creating and deleting reserved teams are operations performed on the team list, the game client interface visually represents the information in the list, and the server updates the team list in real time, synchronizing it with the game client after the update.

[0159] In actual application, after receiving a reservation request sent from a terminal, the server detects the player's current team status and determines that each player can only create one reserved team per natural day. If the server detects that the player has not made a team formation reservation for the current natural day, it will respond to the reservation request by creating a corresponding reserved team. After creating the team, the creator becomes the first player to apply within the team, and the creator cannot subsequently cancel applications, but conversely, the creator has the authority to delete the team.

[0160] Team deletion requires that the operator is the team's creator and that the time elapsed since the match start time exceeds a time threshold (e.g., 15 minutes). After the team is deleted, the client communicates with the server, which verifies that the deletion was legal (i.e., the operator is the team's creator and the time elapsed since the match start time exceeds the time threshold). The server then sends a private message to the other players who have applied, prompting the creator that their reserved team has been deleted. The other players' clients will receive this message when they log in.

[0161] Each team sets a start time when creating a room, and the server sends a start reminder based on this timestamp. That is, when the battle begins, the server sends a reminder to each player, depending on the team, from either the room-creating team or the room-entry team. The reminder is received by the client and then displayed as a pop-up window, finally completing the entire logic's closed loop.

[0162] Refer to Figures 20 and 22 for the process by which a player applies to join a reserved team and the process for canceling their application to join a reserved team. In this process, the client and server only need to establish communication once. The server sends the final result to the game client in response to the game client's appeal process, and the game client feeds the final result back to the player based on the logical meaning corresponding to this result. These results are logically mutually exclusive.

[0163] Furthermore, the users who can reserve team formations performed by players are not limited to members of a game guild; in some implementations, all players in the game may be included.

[0164] By applying the above embodiment of the present invention, in-game players can conveniently reserve team formations based on future time, receive automatic reminders before the period expires, and eliminate the need for users to repeatedly communicate regarding team formation, thereby improving the efficiency of human-computer interaction and team formation reservation.

[0165] The following describes an exemplary configuration of the team formation reservation device 555 in a virtual scene, which is implemented as a software module according to the embodiment of the present invention. In some embodiments, the team formation reservation device in a virtual scene according to the embodiment of the present invention comprises a first display module 5551, an attribute setting module 5552, and a processing module 5553, where, The first display module 5551 is configured to display a team formation reservation control for a first object, and the team formation reservation control is used to reserve the formation of a target team that includes the first object. The attribute setting module 5552 is configured to determine the set attributes as the team attributes of the target team in response to a team attribute setting operation based on the team formation reservation control, and the team attributes include at least the reservation formation time of the target team. The processing module 5553 is configured to display reservation scheduling information having the set team attributes in response to a reservation decision command triggered based on the set team attributes. Here, the reservation and organization information is used to instruct the formation of the target team, including the first object, at the reservation and organization time, and is used for the second object to apply to join the target team based on the reservation and organization information.

[0166] In some embodiments, the team formation reservation device further includes a second display module configured to display an attribute setting interface for setting the team attributes of the target team in response to a trigger operation on the team formation reservation control, and to receive the team attribute setting operation in the attribute setting interface.

[0167] In some embodiments, the first display module further displays a virtual organization interface corresponding to a virtual organization, and the first object belongs to the virtual organization. The virtual organization interface is configured to display the team formation reservation controls.

[0168] In some embodiments, the team attribute setting operation includes a first setting operation and a second setting operation. The attribute setting module further displays a time function item for setting the reservation scheduling time in the attribute setting interface, and in the attribute setting interface, Display attribute function items for setting at least one team attribute from the following: team interaction mode, number of team members, number of submitted objects, submitted object level, and team tag. Based on the aforementioned time function item, the system is configured to receive a first setting operation for the reservation scheduling time, and based on the aforementioned attribute function item, it is configured to receive a second setting operation for the team attribute.

[0169] In some embodiments, the team attribute includes the team tag, and the attribute setting interface displays a tag function item for setting the team tag, The attribute setting module further displays a tag selection interface including at least two team tags in response to a trigger operation on the tag function item. The system is configured to determine the target team tag as the team tag of the target team in response to a selection operation on the target team tag within the at least two team tags.

[0170] In some embodiments, the apparatus further comprises an invitation module, The invitation module displays an invitation function item for the target team in the association area of ​​the reservation organization information, and the invitation function item is used to invite at least one second object to join the target team. When a trigger operation is received for the aforementioned invitation function item, the object invitation interface including at least one second object is displayed. Based on the object invitation interface, it is configured to display invitation prompt information to prompt for the invitation result to the second target object in response to an invitation operation to the second target object.

[0171] In some embodiments, the invitation module further displays the object identifier of each of the second objects in the object invitation interface, and displays the corresponding object invitation function item in the association area of ​​the object identifier. In response to a trigger operation on a target object invitation function item corresponding to the second target object, the system is configured to determine the trigger operation on the target object invitation function item as an invitation operation to the second target object.

[0172] In some embodiments, the invitation module is further configured to display at least one of the following object prompt information for each of the second objects in the object invitation interface, the object prompt information is: If there is a team that has applied to join the second object, and the corresponding formation conflicts with the reserved formation time, then first prompt information is provided to prompt for the time conflict, If the second object is in an uninvitable state, the system includes a second prompt information to prompt that the second object is in an uninvitable state.

[0173] In some embodiments, if the target second object is in an uninvitable state, the invitation module is further configured to display invitation prompt information corresponding to the target second object in response to an invitation operation for the target second object. Here, the invitation prompt information is used to prompt that the target second object is in an uninvitable state and that the invitation to the target second object has failed.

[0174] In some embodiments, the apparatus further, Within the target period prior to the arrival of the aforementioned reservation scheduling time, an interaction reminder interface is displayed, and a reminder module is configured to display room creation prompt information corresponding to the target team and a corresponding creation function item on the interaction reminder interface. The system includes a room creation module configured to create a room for interaction with members within the target team when a trigger operation is received on the creation function item.

[0175] In some embodiments, the reminder module further displays the object identifier of the second object that has applied to join the target team in the interaction reminder interface, and displays an invitation option to invite the applied second object. When a trigger operation is received for the creation function item and the invite option is checked, the system is configured to send invitation information to enter the room to each of the applied second objects.

[0176] In some embodiments, the room creation module further displays the room interface of the target team, and displays the member list of the target team on the room interface. The member list is configured to display member information for each member within the target team. If the number of the second object that has been applied for is greater than the number of members of the target team, the members of the target team are determined by the order in which the second object enters the room.

[0177] In some embodiments, if a trigger operation is received on the creation function item and the invite option is unchecked, the room creation module further displays the room interface for the target team and displays the object identifier and corresponding invite control for each submitted second object on the room interface. When a trigger operation is received on the invite control corresponding to the second target object, it is configured to send an invitation information to enter the room to the second target object.

[0178] In some embodiments, the apparatus further, A delete module configured to display a delete control for the target team and to cancel the display of the reservation information when a trigger operation for the delete control is received. Alternatively, the system includes a deletion module configured to obtain the quantity of a second object applying to join the target team, and to cancel the display of the reservation organization information if the quantity is the target quantity.

[0179] In some embodiments, the delete module further obtains the time interval from the present to the scheduled scheduling time when it receives a trigger operation for the delete control. The system is configured to cancel the display of the reservation scheduling information if the aforementioned time interval is greater than the time interval threshold.

[0180] In some embodiments, the processing module further obtains the number of teams that the first object has booked for formation within the target time period in response to a booking decision command triggered based on the set team attributes, If the quantity is less than a quantity threshold, the system is configured to display reservation information having the team attributes. In some embodiments, the reservation system for team formation further includes a prompt module configured to display formation prompt information if the quantity is greater than a quantity threshold, and the formation prompt information is used to prompt that the quantity of team formation by the first object has reached its upper limit.

[0181] Next, the team formation reservation device 556 in a virtual scene according to the embodiment of the present invention will be described. The team formation reservation device 556 in a virtual scene according to the embodiment of the present invention is A third display module 5561 configured to display reservation scheduling information having team attributes of a target team, wherein the team attributes include at least a reservation scheduling time, and the reservation scheduling information is used to instruct the formation of the target team, which includes a first object, at the reservation scheduling time. Application module 5562, which is configured to display application result prompt information of the second object when it receives a team application operation triggered based on the reservation organization information of the second object, wherein the application result prompt information is used to prompt the second object for an application join result to the target team.

[0182] In some embodiments, if the team attribute includes the number of requested objects and the number of requested objects is the target quantity, the third display module is configured to further display the target quantity object display bit and to display the object identifier of the virtual object that applied to join the target team in the object display bit, wherein the object identifier has a one-to-one correspondence with the object display bit. The application module is further configured to prompt that the application result prompt information indicates that the application to join the target team by the second object has been successful, and that there are empty display bits in the object display bits for the target quantity, by displaying the object identifier of the second object in the empty display bits.

[0183] In some embodiments, the third display module further displays the application control for the target team, which is used to apply to join the target team. When the second object receives a trigger operation for the application control, the system is configured to determine the trigger operation as the team application operation.

[0184] In some embodiments, the third display module further switches the display of the target team application control to the display of the application cancellation control for canceling the application to join the target team when the application result prompt information indicates that the application to join the target team by the second object has been successful. When a trigger operation for the application cancellation control is received, the system is configured to cancel the display of the application result prompt information.

[0185] In some embodiments, the third display module further displays the virtual organization interface of the second object, and the virtual organization corresponding to the virtual organization interface includes the first object and the second object. The virtual organization interface is configured to display reservation scheduling information that has the team attributes of the target team.

[0186] In some embodiments, the third display module further displays invitation information for the first object and a decision control corresponding to the invitation information, the invitation information is used to instruct the first object to invite the second object to the target team. When a trigger operation for the decision control is received, the system is configured to determine that the trigger operation for the decision control is the team application operation.

[0187] In some embodiments, the third display module further displays the team invitation interface within the target period before the scheduled scheduling time arrives, if the application result prompt information indicates that the application to join the target team by the second object has been successful. The team invitation interface is configured to display the join control for the target team. When the application module receives a trigger operation for the other team's join control, it is further configured to control the second object to join the other team.

[0188] In some embodiments, the third display module further indicates that, during the reserved scheduling time, there is another team different from the target team, and the second object applies to join the other team. The team invitation interface is configured to display the join controls for the other teams at the same time as displaying the join controls for the target team. When the application module receives a trigger operation for the other team's join control, it is further configured to control the second object to join the other team.

[0189] In some embodiments, the apparatus further includes: If the first object deletes the target team of the reservation organization before the reservation organization time arrives, the receiving module is configured to receive delete prompt information corresponding to the target team, Here, the deletion prompt information is used to prompt that the first object has deleted the target team of the reservation organization.

[0190] Embodiments of the present application further provide an electronic device, the electronic device being, Memory that stores executable instructions, The present invention includes a processor that, when executing executable instructions stored in the memory, implements a method for reserving team formation in a virtual scene according to an embodiment of the present invention.

[0191] Embodiments of the present application further provide a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. The processor of a computer device reads and executes the computer instructions from the computer-readable storage medium, thereby causing the computer device to execute the method for reserving team formation in a virtual scene according to embodiments of the present application.

[0192] Embodiments of the present invention further provide a computer-readable storage medium that stores executable instructions for implementing the method of reserving team formation in the virtual scene described above according to embodiments of the present invention, when executed by a processor.

[0193] In some embodiments, the computer-readable storage medium may be a memory such as read-only memory (ROM), random access memory (RAM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), flash memory, magnetic surface memory, optical disk, or CD-ROM, or it may be a variety of devices including one or any combination of the above memories.

[0194] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, such as being deployed as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0195] For example, executable instructions may, but not necessarily, correspond to files in the file system; they can be stored in parts of files that store other programs or data, for example, in one or more scripts within a Hyper Text Markup Language (HTML) document, in a single file of the program discussed, or in multiple collaborative files (e.g., files that store one or more modules, subprograms, or code sections).

[0196] For example, an executable instruction may be deployed to run on a single computer device, or to run on multiple computer devices located in the same place, or to run on multiple computer devices distributed across multiple locations and interconnected by a communication network.

[0197] The above description is merely an example of the present application and does not limit the scope of protection of the present application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of the present application should all be included within the scope of protection of the present application.

Claims

1. A method for reserving team formation in a virtual scene, which is performed by an electronic device that displays a virtual scene, A step of displaying a team formation reservation control for a first object, wherein the team formation reservation control is used to reserve the formation of a target team that includes the first object. A step in which, based on the reservation control of the team formation, in response to a team attribute setting operation, the set attributes are determined as the team attributes of the target team, wherein the team attributes include at least the reservation formation time of the target team. The step of displaying reservation information having the team attributes in response to a reservation decision command triggered based on the set team attributes, The reservation and organization information is used to instruct the formation of the target team, including the first object, at the reserved and organization time, and the second object is used to apply to join the target team based on the reservation and organization information. The method for reserving team formation includes the steps of: displaying a delete control corresponding to the target team, and canceling the display of the reserved formation information when a trigger operation is received on the delete control, wherein the delete control cannot cancel the first object from the formation of the target team, and is used to delete the target team containing the first object; and obtaining the quantity of second objects that apply to join the target team, and canceling the display of the reserved formation information when the quantity reaches a target quantity. When a trigger operation for the deletion control is received, the step of canceling the display of the reservation scheduling information is: When a trigger operation for the aforementioned delete control is received, the steps include obtaining the time interval from the current time to the aforementioned reservation scheduling time, The steps include: canceling the display of the reservation scheduling information if the time interval is greater than the time interval threshold; How to reserve a team.

2. The method for reserving the aforementioned team formation is: In response to a trigger operation on the reservation control for the team formation, the step of displaying an attribute setting interface for setting the team attributes of the target team, The attribute setting interface includes the step of receiving the team attribute setting operation, A method for reserving a team formation according to claim 1, further comprising:

3. The step of displaying the reservation control for the aforementioned team composition is: A step of displaying a virtual organization interface corresponding to a virtual organization, wherein the first object belongs to the virtual organization, The steps include displaying the team formation reservation controls on the virtual organization interface, The method for reserving team formation as described in claim 1.

4. The team attribute setting operation includes a first setting operation and a second setting operation, and the team formation reservation method is: The time function item for setting the aforementioned reservation scheduling time is displayed in the attribute setting interface, and the attribute setting interface is configured as follows: A step of displaying an attribute function item for setting at least one team attribute from among team interaction mode, number of team members, number of submitted objects, submitted object level, and team tag, The steps include receiving a first setting operation for the reservation scheduling time based on the time function item, and receiving a second setting operation for the team attribute based on the attribute function item, The method for reserving a team formation according to claim 2, further comprising:

5. If the team attribute includes the team tag and the attribute setting interface displays a tag function item for setting the team tag, the method for reserving the team formation is: The steps include: displaying a tag selection interface that includes at least two team tags in response to a trigger operation on the tag function item; The steps include determining the target team tag as the team tag of the target team in response to a selection operation for the target team tag within the at least two team tags, A method for reserving a team formation according to claim 4, further comprising:

6. The method for reserving the aforementioned team formation is: A step of displaying an invite function item for the target team in the association area of ​​the reservation arrangement information, wherein the invite function item is used to invite at least one second object to join the target team. When a trigger operation is received for the aforementioned invitation function item, the steps include displaying an object invitation interface that includes at least one second object, Based on the object invitation interface, the steps include displaying invitation prompt information to prompt for an invitation result to the target second object in response to an invitation operation to the target second object, A method for reserving a team formation according to claim 1, further comprising:

7. The method for reserving the aforementioned team formation is: The steps include displaying the object identifier of each of the second objects in the object invitation interface and displaying the corresponding object invitation function item in the association area of ​​the object identifier, The steps include: determining the trigger operation on the target object invitation function item corresponding to the second target object as an invitation operation to the second target object in response to the trigger operation on the target object invitation function item; A method for reserving a team formation according to claim 6, further comprising:

8. The method for reserving the aforementioned team formation is: The object invitation interface further includes the step of displaying at least one of the following object prompt information for each of the second objects, wherein the object prompt information is: If there is a team that has applied to join the second object, and the corresponding scheduling time conflicts with the reserved scheduling time, then first prompt information is provided to prompt for a time conflict. If the second object is in an uninvitable state, the second prompt information includes a second prompt to indicate that the second object is in an uninvitable state. The method for reserving team formation as described in claim 6.

9. If the target second object is in an uninvitable state, the step of displaying invitation prompt information to prompt for an invitation result to the target second object in response to an invitation operation to the target second object is: The process includes the step of displaying invitation prompt information corresponding to the second target object in response to an invitation operation for the second target object, The aforementioned invitation prompt information is used to prompt that the target second object is in an uninvitable state and that the invitation to the target second object has failed. The method for reserving team formation as described in claim 6.

10. After displaying the reservation information with the aforementioned team attributes, the reservation method for the aforementioned team formation is: Within the target period prior to the arrival of the aforementioned reservation scheduling time, the steps include displaying room creation prompt information corresponding to the target team and the corresponding creation function item, When a trigger operation is received for the creation function item, the steps include creating a room for interaction with members within the target team, A method for reserving a team formation according to claim 1, further comprising:

11. The step of displaying room creation prompt information corresponding to the aforementioned target team and the corresponding creation function item is: The process includes the steps of displaying an interaction reminder interface, and displaying room creation prompt information corresponding to the target team and the corresponding creation function item on the interaction reminder interface, The method for reserving the aforementioned team formation is: The interaction reminder interface includes the steps of displaying the object identifier of the second object that applied to join the target team, and displaying an invitation option to invite the applied second object, If a trigger operation is received for the creation function item and the invite option is checked, the steps include sending invitation information to enter the room to each of the applied second objects, A method for reserving a team formation according to claim 10, further comprising:

12. After sending the invitation information for entering the aforementioned room to each of the previously applied second objects, the method for reserving the team formation is as follows: The steps include: displaying the member list of the aforementioned target team, The member list further includes the step of displaying member information for each member within the target team, If the number of the second object that has been applied for is greater than the number of members of the target team, the members of the target team shall be determined by the order in which the second object enters the room. The method for reserving team formation according to claim 11.

13. If a trigger operation is received for the creation function item and the invite option is unchecked, the method for reserving the team formation will create a room for interaction with members in the target team, and then the method for reserving the team formation will be: The steps include displaying the object identifier and corresponding invitation control for each submitted second object, When a trigger operation is received for an invitation control corresponding to the second target object, the steps include sending invitation information for entering the room to the second target object, A method for reserving a team formation according to claim 11, further comprising:

14. The step of displaying reservation scheduling information having the team attributes in response to a reservation decision command triggered based on the set team attributes is: The steps include: In response to a reservation decision command triggered based on the configured team attributes, the first object obtains the number of teams that have reserved a formation within the target time period; The step of displaying reservation information having the team attribute if the quantity is less than or equal to a quantity threshold, is included. The method for reserving team formation as described in claim 1.

15. The method for reserving the aforementioned team formation is: The steps include: In response to a reservation decision command triggered based on the configured team attributes, the first object obtains the number of teams that have reserved a formation within the target time period; If the quantity is greater than a quantity threshold, the step is to display team formation prompt information, wherein the team formation prompt information is used to prompt that the quantity of team formation by the first object has reached its upper limit. A method for reserving a team formation according to claim 1, further comprising:

16. A reservation device for team formation in a virtual scene, wherein the reservation device displays the virtual scene, and the reservation device, A first display module configured to display a team formation reservation control for a first object, wherein the team formation reservation control is used to reserve the formation of a target team including the first object, An attribute setting module configured to determine the set attributes as the team attributes of the target team in response to a team attribute setting operation based on the team formation reservation control, wherein the team attributes include at least the reservation formation time of the target team, and the attribute setting module A processing module configured to display reservation scheduling information having the set team attributes in response to a reservation decision command triggered based on the set team attributes, The reservation and organization information is used to instruct the formation of the target team, including the first object, at the reserved and organization time, and the second object is used to apply to join the target team based on the reservation and organization information. The reservation device further includes a delete module configured to display a delete control for the target team and to cancel the display of the reservation organization information when a trigger operation is received for the delete control, wherein the delete control cannot cancel the first object from the organization of the target team and is used to delete the target team containing the first object. The aforementioned deletion module, When a trigger operation for the aforementioned delete control is received, the time interval from the present time to the aforementioned reservation scheduling time is obtained, If the aforementioned time interval is greater than the time interval threshold, the display of the reservation scheduling information is to be canceled. A reservation system for team formation in virtual scenes.

17. Memory that stores executable instructions, An electronic device comprising: a processor that, when executing an executable instruction stored in the memory, realizes the team formation reservation method described in any one of claims 1 to 15.

18. A computer program that causes a computer to execute the team formation reservation method described in any one of claims 1 to 15.

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