Virtual world operation method and apparatus, device, storage medium, and program product

By consuming the energy of virtual elements in the virtual world to generate virtual events, the problem of insufficient server computing resources is solved, the stability and authenticity of the game is improved, and the inefficiency of data processing is reduced.

WO2024255431A1PCT designated stage expired Publication Date: 2024-12-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/088208
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-06-15
Filing Date
2024-04-17
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

In the existing virtual world online games, the server's computing resources are limited and it is difficult to handle a large number of commands sent by terminals, resulting in computing crashes and reducing player experience and server efficiency.

Method used

By receiving events and generating instructions, consuming the energy of virtual elements generates virtual events, realizing energy interaction, avoiding the cumbersome and high processing volume of servers, using the virtual world's own energy to maintain and convert, and improving game stability.

Benefits of technology

It improves the stability and response efficiency of the game, reduces the inefficiency of data processing, and enhances the authenticity of the game and player experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A virtual world operation method and apparatus, a device, a storage medium, and a program product, relating to the technical field of computers. The method comprises: receiving an event generation instruction for a first virtual element (310); on the basis of the event generation instruction, consuming element sub-energy required for completing a virtual event in first element energy (320); and generating the virtual event on the basis of the element sub-energy (330).
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Description

Method, device, equipment, storage medium and program product for operating a virtual world

[0001] This application claims priority to Chinese patent application No. 202310712728.6 filed on June 15, 2023, entitled “Method, device, equipment, storage medium and program product for operating a virtual world”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, storage medium, and program product for operating a virtual world. Background Art

[0003] As cultural and entertainment standards improve, people's experience and demands for virtual reality are also increasing. Games, as a way to express virtual reality, have become a stress-relieving outlet for many people. In current gaming applications, players participate in various games by completing various game tasks in the virtual world and engaging in virtual matches with virtual objects controlled by different players.

[0004] In related technologies, in online games set in a virtual world, the virtual world is usually controlled and deployed by a server. Based on the instructions sent by the player's corresponding terminal, the server allocates the game behavior indicated by the instructions by issuing computing resources.

[0005] However, the computing resources corresponding to the server are limited. When the server receives instructions from a large number of terminals and issues a large amount of computing resources for the operation of the virtual world, computing crashes are likely to occur, making it impossible to properly control the computing power consumption of the virtual world. This not only greatly reduces the player's experience of participating in the game, but also increases the huge computing load on the server and reduces the response computing efficiency.

[0006] Summary of the Invention

[0007] The embodiments of the present application provide a method, apparatus, device, storage medium, and program product for operating a virtual world, which can maintain energy conservation in the virtual world, avoid the tediousness and large processing volume of various events handled solely by the server itself, and greatly improve the stability of the game. The technical solution is as follows.

[0008] In one aspect, a method for operating a virtual world is provided, which is executed by a computer device, and the method includes:

[0009] receiving an event generation instruction for a first virtual element, the event generation instruction being configured to consume first element energy of the first virtual element and generate a virtual event, the first virtual element being an element constituting the virtual world, the virtual event being an event unit running in the virtual world, and the virtual elements in the virtual world achieving energy interaction through the virtual event;

[0010] generating an instruction based on the event to consume element sub-energy required to complete the virtual event in the first element energy;

[0011] The virtual event is generated based on the elemental sub-energy.

[0012] In another aspect, a device for operating a virtual world is provided, the device comprising:

[0013] a receiving module, configured to receive an event generation instruction for a first virtual element, the event generation instruction being configured to consume first element energy of the first virtual element and generate a virtual event, the first virtual element being an element constituting the virtual world, the virtual event being an event unit running in the virtual world, and the virtual elements in the virtual world achieving energy interaction through the virtual event;

[0014] A consumption module, configured to consume element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction;

[0015] A generating module is used to generate the virtual event based on the element sub-energy.

[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method for operating a virtual world as described in any of the above-mentioned embodiments of the present application.

[0017] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for operating a virtual world as described in any of the above-mentioned embodiments of the present application.

[0018] In another aspect, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual world operation method described in any of the above embodiments.

[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0020] An event generation instruction for a first virtual element is received, and based on the event generation instruction, elemental sub-energy from the first elemental energy required to complete the virtual event is consumed, thereby generating a virtual event based on the elemental sub-energy. By converting the elemental energy of the virtual element into the energy required to generate the virtual event, energy conservation within the virtual world is maintained, avoiding the tedious and large processing volume associated with simply having the server handle various events. Through the virtual world's own energy maintenance and conversion process, the virtual world's inherent energy maintenance and conversion process improves game realism while reducing data processing inefficiencies and significantly enhancing game stability. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application;

[0022] FIG2 is a schematic diagram of running a virtual world through a server according to an exemplary embodiment of the present application;

[0023] FIG3 is a flow chart of a method for operating a virtual world provided by an exemplary embodiment of the present application;

[0024] FIG4 is a flow chart of a method for operating a virtual world provided by another exemplary embodiment of the present application;

[0025] FIG5 is a schematic diagram of a virtual element generating a virtual event provided by an exemplary embodiment of the present application;

[0026] FIG6 is a schematic diagram of the structural framework of a zone server and a computing unit provided by an exemplary embodiment of the present application;

[0027] FIG7 is a schematic diagram of mutual conversion between virtual elements and virtual events provided by an exemplary embodiment of the present application;

[0028] FIG8 is a flow chart of a method for operating a virtual world provided by another exemplary embodiment of the present application;

[0029] FIG9 is a schematic diagram of a virtual event applied to a virtual element according to an exemplary embodiment of the present application;

[0030] FIG10 is a schematic diagram of component changes of a virtual element provided by an exemplary embodiment of the present application;

[0031] FIG11 is a schematic diagram of a virtual event provided by an exemplary embodiment of the present application implemented as a one-way transmission event;

[0032] FIG12 is a schematic diagram of a transmission of a virtual event implemented as a diffusion event provided by an exemplary embodiment of the present application;

[0033] FIG13 is a schematic diagram of energy superposition of sub-events provided by an exemplary embodiment of the present application;

[0034] FIG14 is a schematic diagram of event interaction provided by an exemplary embodiment of the present application;

[0035] FIG15 is a schematic diagram of a virtual event that crosses regions and servers in a single pass, provided by an exemplary embodiment of the present application;

[0036] FIG16 is a schematic diagram of a virtual event continuously crossing regions and servers provided by an exemplary embodiment of the present application;

[0037] FIG17 is a block diagram of a virtual world operation device according to an exemplary embodiment of the present application;

[0038] FIG18 is a structural block diagram of a virtual world operation device provided by another exemplary embodiment of the present application;

[0039] FIG19 is a schematic diagram of the structure of a server provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0040] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0041] First, a brief introduction is given to the terms involved in the embodiments of this application.

[0042] Games, also known as network games or online games, are multiplayer online games that use the internet as a transmission medium and servers as processing terminals. The games provided in this embodiment are based on the principles of special relativity in modern physics and abandon the game worldview used in related technologies. The basic principles of the game worldview in this embodiment are as follows:

[0043] Time relativity and local inertial reference frames: In related technologies, each server of the game (referred to as a zone in this embodiment) has a global clock (referred to as a virtual time zone in this embodiment), and the clocks need to be synchronized between the zones, which is similar to the absolute time in classical mechanics. In the new game worldview, there is no need to maintain a global unified clock. Instead, each independent zone in the game only needs to regard itself as a local inertial reference frame and maintain its own clock. For example: Zone 1 maintains its own clock 1, which can be a 24-hour system, and Zone 2 maintains its own clock 2, which is a 48-hour system. Clock 1 and Clock 2 are different clocks.

[0044] The principle of the constancy of the speed of light: In related technologies, games treat the time it takes for information to travel as a delay, not as part of the game flow. Game logic assumes that the speed of information travels infinitely. However, special relativity states that the speed of light has an upper limit, meaning that the speed of information travel is finite. In this new gaming worldview, the process of information travel itself is considered part of the game. For example, if a player travels from server 1 to server 2, the travel process is also considered part of the game.

[0045] Virtual World: This is the virtual world displayed or provided by the client corresponding to the game provided in this embodiment during runtime. This virtual world can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual world can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual worlds.

[0046] Virtual object: refers to an movable object in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology. The virtual object achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0047] Virtual elements: These are the various elements that appear in the virtual world and are used to construct the entire virtual world. These include land, lakes, the sky, various virtual animals, various virtual plants, various virtual buildings, and various virtual props. Virtual objects controlled by players are also considered virtual elements.

[0048] Zone server: refers to a regional server, also known as a server or node. A zone server is hosted by a server or a server cluster. In this embodiment, the server used to deploy the virtual world includes at least two zone servers. The zone servers are not directly connected to each other, but are logically connected through message transfer nodes (also known as information transmission nodes). Each zone server can only transmit information to other zone servers that are logically connected to it, and cannot transmit information to other zone servers that are not logically connected to it.

[0049] In one example, the entire game's virtual world is considered to be spherical (think of the shape of a soccer ball), and the server used to deploy the virtual world includes at least two servers. The sub-virtual worlds corresponding to each server (think of each pentagonal area on a soccer ball) are distributed on the surface of the virtual world. Each server extends outward and communicates with a limited number of other servers through message relay nodes. Each server or message relay node has an information transmission path with the N servers adjacent to the boundary of the server, that is, there is a signal line connected in the physical world, and information can be sent and received to each other.

[0050] Among them, the server involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and basic cloud computing services such as big data and artificial intelligence platforms. In addition, the terminals involved in this application can be smart phones, tablet computers, laptops, desktop computers, smart speakers, smart watches, etc., but are not limited to these. The terminal and the server can be directly or indirectly connected via wired or wireless communication, and this application does not limit this.

[0051] An event (or virtual event) is the basic unit of the virtual world of the entire game in this embodiment. Analogous to the description of events in relativity, due to the relativity of time in this embodiment, we cannot say that an event occurred in a certain place; we can only say that an event occurred at a certain time in a certain place in an inertial reference frame. That is, an event always occurs at the selected location [x, y, z, t], where x, y, and z are the values ​​of the horizontal, vertical, and vertical coordinates in a certain inertial reference frame, and t is the time in that inertial reference frame. Similarly, events in the virtual world of this embodiment are also described by the event's event attributes (what event, represented by "what"), the server it is located in (which inertial reference frame, represented by "which"), the logical location in the server (the spatial location in the selected inertial reference frame, represented by "where"), and the time of generation in the server (the time of generation in the selected inertial reference frame, represented by "when"). Therefore, the event description vector corresponding to the event in this embodiment needs to contain at least the above four pieces of information, requiring at least the following event description vector to describe it: [what, which, where, when].

[0052] Similarly, the virtual elements in the game of this embodiment can also be abstracted into events, including what virtual element it is, which server it is located in, its logical position in the server, and the time it is generated in the server. The only difference from events is that virtual elements will eventually be rendered in the virtual world of the game of this embodiment and can be seen by users. In this embodiment, events and virtual elements can be transformed into and interact with each other. Events can generate virtual elements, and virtual elements can also generate events. This is similar to the relationship between mass and energy in modern physics. Events are more like a kind of energy, and virtual elements are more like a kind of mass. Optionally, events correspond to at least one of virtual energy and virtual mass.

[0053] One-way transmission event: A type of event in this embodiment is an event with a single propagation direction and termination condition. One-way transmission events have virtual energy and virtual mass. The consumption of virtual energy is related to the propagation of the virtual event (described in detail below), and the virtual mass remains unchanged. When the local server simultaneously calculates the same one-way transmission event transmitted to the local server from different servers, the virtual energy corresponding to the one-way transmission event in the local server can be accumulated. Optionally, the termination condition of the one-way transmission event includes at least one of: reaching a set number of transmissions, the virtual energy is less than the energy threshold, the event reaches the designated server, and there is no legal propagation direction for further transmission. Exemplary one-way transmission events can include: cross-server crossing events where a player travels from one server to another, same-server crossing events where a player travels from one computing unit within a server to another, cross-server flight events where a virtual prop travels from one server to another by flying, and same-server flight events where a virtual prop travels from one computing unit within a server to another by flying. Among them, the virtual energy of one-way transmission events will only be deducted during the process of crossing regions and servers, thereby preventing virtual events from being transmitted infinitely between regions and servers.

[0054] (1) When one-way transmission occurs within a server, the energy consumption of the virtual event is related to the internal server settings, including the conditions that affect energy deduction. This is explained below using the air condition as an example.

[0055] When the sub-virtual map corresponding to the server is set to a vacuum state, if a one-way transmission event is transmitted across computing units within the server, since different computing units within the same server are used to manage different areas in the sub-virtual map corresponding to the server, the transmission of virtual events between different computing units is regarded as the transmission of virtual events between different areas in the same sub-virtual map. In a vacuum environment, there is no resistance consumption, and the energy within the server is conserved, so the event energy corresponding to the virtual event will not decrease;

[0056] When the sub-virtual map corresponding to the server is set to a state with air resistance, if a one-way transmission event is transmitted across computing units within the server, air resistance will cause energy consumption. Considering the conservation of energy within the server, the event energy corresponding to the virtual event will be reduced. The reduced energy can be dispersed in the sub-virtual world corresponding to the server in the form of heat energy.

[0057] That is, when a one-way transmission event crosses different computing units in the same zone, the event energy of the one-way transmission event may be deducted or remain unchanged, depending on the relevant conditions that affect the energy deduction.

[0058] (2) When a one-way transmission event crosses servers, the event energy of the one-way transmission event can be deducted by setting additional conditions. For example, when a one-way transmission event crosses from one server to another, a preset amount of energy value in the event energy is deducted, thereby effectively preventing the virtual event from being transmitted infinitely between servers.

[0059] Diffusion event: A type of event in this embodiment is an event that includes at least two propagation directions. Diffusion events have virtual energy but no virtual mass. Diffusion events can be sent from the server to all logically connected servers to the server, and their virtual energy will decay with the propagation distance. Because if the virtual energy does not decay, the diffusion event will be passed on forever in the virtual world of the game and will not disappear. When the server calculates the same diffusion event transmitted to the server from different servers at the same time, the virtual energy corresponding to the diffusion event in the server can be accumulated. Exemplarily, a diffusion event can be an event that needs to be broadcast or notified, such as: a player has received a reward, or a player has won a championship in a competition.

[0060] Computing unit: refers to multiple units divided in a server. A server includes at least two computing units. The computing unit is similar to the multiple parallel computing cores in a GPU (Graphics Processing Unit). All events that occur in the same computing cycle in a computing unit in the same server are simultaneous but different. In a computing unit, we can assume that all events in the same computing cycle occur at the same time and place. According to this definition, because the distance is close, the relativistic effect can be ignored and we can return to the classical mechanics method. That is, in the same server, all virtual elements and events can still run directly according to the same clock and computing cycle method in the relevant technology.

[0061] Cloud Technology: refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.

[0062] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool for on-demand, flexible and convenient use. Cloud computing technology will become a key support. Backend services of technical network systems, such as video websites, image websites, and more portals, require extensive computing and storage resources. With the rapid development and application of the internet industry, every item will likely have its own unique identification mark, which will need to be transmitted to backend systems for logical processing. Different levels of data will be processed separately. All types of industry data require strong system support, which can only be achieved through cloud computing.

[0063] Cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing. Cloud gaming technology enables thin clients with relatively limited graphics and data processing capabilities to run high-quality games. In cloud gaming scenarios, the game runs not on the player's terminal but on a cloud server. The cloud server renders the game scene into a video and audio stream, which is transmitted to the player's terminal over the network. The player's terminal does not need powerful graphics and data processing capabilities; it only needs basic streaming media playback capabilities and the ability to receive player input and send it to the cloud server.

[0064] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant region.

[0065] FIG1 shows a block diagram of a computer system according to an exemplary embodiment of the present application, which can be used as a system architecture for implementing a virtual world-based information transmission method. The computer system 100 includes: a first terminal 120 , a server 140 , and a second terminal 160 .

[0066] The first terminal 120 is provided with a client that supports a virtual world and is installed and running. For example, the client can be any one of a battle royale shooting game, a virtual reality (VR) client, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online tactical competitive game (MOBA), and a simulation game (SLG).

[0067] The first terminal 120 is a terminal used by the first user. The first user uses the first terminal 120 to control the first virtual object in the virtual world. The control includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building virtual buildings, and traveling to at least one of the sub-virtual worlds corresponding to other servers.

[0068] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0069] Server 140 may be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.

[0070] Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive requests from clients, such as a first request to view equipment or a second request to view a location; control module 1422 is configured to control the rendering of the virtual world; and sending module 1423 is configured to send responses to the client, such as information about currently available equipment or the client's current location. Server 140 provides backend services for the clients of first terminal 120 and second terminal 160.

[0071] Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, a distributed computing architecture is used among the server 140, the first terminal 120 and the second terminal 160 for collaborative computing.

[0072] In this embodiment, the server 140 is also referred to as a zone server. The server used to deploy the virtual world includes multiple servers 140 of the same or different models. The complete virtual world is composed of multiple sub-virtual worlds, and one sub-virtual world is deployed on one server 140. One server 140 can be connected to different terminals. For example, the server 140 is connected to the first terminal 120 and the second terminal 160, that is, the first user and the second user are in the same zone server, and what is displayed on the client of the first terminal 120 and the second terminal 160 is the sub-virtual world corresponding to the server 140. It should be noted that the multiple servers used to deploy the virtual world in this embodiment correspond to different virtual time zones (the clocks are not synchronized), and the number of servers can continue to increase, and the virtual world can continue to expand. Therefore, the virtual world of this embodiment does not have a complete world map, and each sub-virtual world corresponding to the server 140 has a complete sub-world map.

[0073] The second terminal 160 has a client installed and running that supports a virtual world. The client can be any one of a battle royale shooting game, a virtual reality (VR) client, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), and a simulation game (SLG).

[0074] The second terminal 160 is a terminal used by the second user. The second user uses the second terminal 160 to control the second virtual object in the virtual world. The control includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building virtual buildings, and traveling to at least one of the sub-virtual worlds corresponding to other servers.

[0075] Optionally, the virtual objects controlled by the first user through the first terminal 120 and the second user through the second terminal 160 are located at different positions in the same virtual world, that is, the first user and the second user are in the same game in the same virtual world.

[0076] Optionally, the client installed on the first terminal 120 and the second terminal 160 is the same, or the client installed on the two terminals is the same type of client for different control system platforms. The embodiment of the present application does not limit the form of the client installed on the first terminal 120 and the second terminal 160, including but not limited to App (Application, client), mini-programs, etc. installed in the first terminal 120 and the second terminal 160, and can also be in the form of a web page. The first terminal 120 can generally refer to one of multiple terminals, and the second terminal 160 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as an example. The first terminal 120 and the second terminal 160 are of the same device type, but the device models can be different. The device type includes at least one of: a smartphone, a tablet computer, a wearable device, a PC (Personal Computer, personal computer), a laptop computer, and a desktop computer. The following embodiment is illustrated by taking the terminal including a smartphone as an example.

[0077] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., a user plays against an AI), or there may be eight terminals (a 1v1v1v1v1v1v1v1 game in which eight users compete in a round-robin fashion and are eliminated to ultimately determine a winner), or even more. The embodiments of the present application do not limit the number of terminals or device types.

[0078] In some embodiments, the above-mentioned server can also be implemented as a node in a blockchain system.

[0079] In online games set in a virtual world, the virtual world is typically controlled and deployed through a server. Based on instructions sent by the player's corresponding terminal, the server allocates computing resources to coordinate the game behaviors indicated by the instructions. However, the computing resources corresponding to the server are limited. When the server receives instructions from a large number of terminals and issues a large amount of computing resources to operate the virtual world, computing crashes are likely to occur. This makes it impossible to effectively control the computing power consumption of the virtual world, which not only greatly reduces the player's experience in the game, but also increases the server's computing load and reduces the efficiency of computing response.

[0080] In an embodiment of the present application, a method for operating a virtual world is described. This method can be executed by a server, thereby implementing the deployment process of the virtual world through the server executing the method. Schematically, FIG2 is shown. This is a schematic diagram of operating a virtual world through a server provided by the present application. The method includes a terminal 210 and a server 220, which communicate with each other via a communication network 230.

[0081] Schematically, a game application is installed in the terminal 210. When the player opens the game program, the terminal 210 can render and display the game screen sent by the server 220 through the terminal screen. The game screen includes multiple screens such as the game entry screen, the game lobby screen, and the virtual world screen.

[0082] Optionally, the virtual world screen is used to present the virtual world corresponding to the game, which includes a variety of virtual elements. Virtual elements are elements that constitute the virtual world, such as: virtual roads, virtual buildings, virtual monsters, non-player characters (NPCs), virtual objects controlled by different players, etc.

[0083] In some embodiments, the terminal 210 receives various game operations performed by the player in the game application. When the game operation is implemented as an event generation operation for the first virtual element among multiple virtual elements in the virtual world, an event generation instruction is generated. Among them, the event generation instruction is used to consume the first element energy of the first virtual element and generate a virtual event. Therefore, the event generation operation is used to represent the operation of consuming the first element energy to generate a virtual event. Schematically, the event generation operation is implemented as controlling the main virtual object (first virtual element) to interact with the NPC, then the main virtual object is the first virtual element targeted, and the interaction process is implemented as a virtual event, that is, the interaction process is realized by consuming the first element energy of the main virtual object, etc.

[0084] The terminal 210 sends the generated event generation instruction to the server 220 through the communication network 230. After receiving the event generation instruction, the server 220 consumes the element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction; in addition, the server 220 generates a virtual event based on the element sub-energy consumed by the first virtual element.

[0085] In some embodiments, the server 220 sends rendering data of changing the virtual world based on the virtual event to the terminal 210 , so that the terminal 210 displays the result of changing the virtual world based on the virtual event on the screen.

[0086] By consuming the energy of virtual elements to generate virtual events, the virtual world maintains energy conservation, avoiding the tedious and large processing requirements of simply having the server handle various events. Through the virtual world's own energy maintenance and conversion process, the game's realism is enhanced while reducing data processing inefficiencies. This can largely avoid numerical imbalances and inconsistent settings found in traditional games. Controlling the server's computing power consumption when running games improves game stability, thereby increasing the efficiency of human-computer interaction.

[0087] In combination with the above-mentioned terminology introduction and application scenarios, the operation method of the virtual world provided by this application is explained. Taking the method executed by a computer device as an example, such as execution by a server as an example, as shown in Figure 3, the method includes the following steps 310 to 330.

[0088] Step 310: Receive an event generation instruction for a first virtual element.

[0089] Illustratively, the virtual world controlled and operated by the server includes multiple virtual elements. These elements, which constitute the entire virtual world, can be implemented as various physical elements in the virtual world, such as virtual ground, virtual lakes, virtual skies, virtual buildings, virtual animals, virtual plants, virtual props, and virtual objects. The first virtual element is an element that constitutes the virtual world.

[0090] Optionally, the first virtual element is at least one virtual element among multiple virtual elements in the virtual world, and thus the first virtual element is also an element constituting the virtual world.

[0091] Illustratively, the first virtual element is implemented as a main virtual object controlled by the player; or, the first virtual element is implemented as a virtual treasure chest placed on the virtual ground; or, the first virtual element is implemented as a virtual prop picked up by the main virtual object controlled by the player, etc.

[0092] The event generation instruction is used to consume the first element energy of the first virtual element and generate a virtual event.

[0093] Illustratively, after receiving the event generation instruction, the server can determine the first virtual element targeted by the event generation instruction based on information carried in the event generation instruction.

[0094] For example: multiple virtual elements respectively correspond to element identifiers, and the element identifier is used to uniquely refer to the virtual element. The event generation instruction received by the server includes the element identifier corresponding to the first virtual element, so that the server determines the first virtual element targeted by the event generation instruction based on the element identifier.

[0095] The first element energy is the energy corresponding to the first virtual element. Schematically, the first virtual element, as a physical form in the virtual world, has a certain mass. The first element energy can also be regarded as a way to express the mass of the first virtual element.

[0096] Optionally, each of the multiple virtual elements constituting the virtual world has corresponding element energy, and the element energy is used to quantify the contribution of the virtual element in the virtual world.

[0097] The elemental energies of different virtual elements may be the same or different. For example, the elemental energy of virtual element A is 50, and the elemental energy of virtual element B is also 50; or the elemental energy of virtual element A is 50, and the elemental energy of virtual element B is also 80.

[0098] The elemental energies of different types of virtual elements may be the same or different. For example: the elemental energy of type A virtual element A1 is 50, the elemental energy of type A virtual element A2 is also 50, and the elemental energy of type B virtual element B1 is also 50; or, the elemental energy of type A virtual element A1 is 50, the elemental energy of type A virtual element A2 is also 50, and the elemental energy of type B virtual element B1 is 60; or, the elemental energy of type A virtual element A1 is 50, the elemental energy of type A virtual element A2 is 60, and the elemental energy of type B virtual element B1 is also 60; or, the elemental energy of type A virtual element A1 is 50, the elemental energy of type A virtual element A2 is 60, and the elemental energy of type B virtual element B1 is also 60; or, the elemental energy of type A virtual element A1 is 50, the elemental energy of type A virtual element A2 is 60, and the elemental energy of type B virtual element B1 is 80, etc.

[0099] In some embodiments, the initial element energy of the virtual element is a value pre-set by the game developer during the game configuration process; or, the initial element energy of the virtual element is a value randomly assigned at the beginning of the game, etc.

[0100] Illustratively, as the game progresses, the initial elemental energy of the virtual element may change, with changes including both increases and decreases. The first elemental energy is used to represent the elemental energy corresponding to the first virtual element. The first elemental energy can be implemented as either the initial elemental energy of the first virtual element or the elemental energy of the first virtual element after an energy change, which is not limited in this embodiment of the present application.

[0101] In some embodiments, the first virtual element is implemented as a physical element in the virtual world, and the first element energy of the first virtual element is implemented as an element mass corresponding to the first virtual element.

[0102] Optionally, the event generation instruction serves as an instruction to consume the first element energy and generate a virtual event, which enables the server to perform a consumption process on the first element energy of the first virtual element after determining the targeted first virtual element, and generate a virtual event based on the effect.

[0103] Among them, virtual events are event units running in the virtual world.

[0104] Illustratively, virtual events, as events sent within the virtual world, can represent various changes that occur during the virtual world's operation. For example, virtual event 1 can be implemented as an interaction between virtual objects A1 and A2 (e.g., a conversation, a high-five, etc.); virtual event 2 can be implemented as virtual object A1 killing virtual monster B1 in the virtual world; or virtual event 3 can be implemented as virtual object A1 running in the virtual world.

[0105] Among them, the virtual object A1 can be regarded as the first virtual element, the above virtual event is the event content expressed for the virtual object 1, and the realization of the above virtual event requires the consumption of the first element energy corresponding to the virtual object A1.

[0106] In other words, virtual events can be used as a medium for interaction between virtual elements, eliminating the need for separate server-allocated computing resources to calculate interactions between virtual elements. Events are generated by consuming the elemental energy of virtual elements, preventing events from appearing out of thin air. For example, if a player-controlled virtual object initiates a query to an NPC, this query is considered a virtual event corresponding to the virtual object. This query consumes the elemental energy of the virtual object to generate a query event.

[0107] Among them, virtual elements in the virtual world realize energy interaction through virtual events.

[0108] Schematically, when a virtual element needs to interact with other virtual elements, it needs to consume element energy and generate virtual events to achieve the interaction process. That is, the interaction between virtual elements needs to be achieved through virtual events, and the interaction process is achieved in the form of energy interaction, so that energy conservation can be maintained in the virtual world.

[0109] Step 320: Consume element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction.

[0110] Illustratively, the event-based generation instruction is used to consume the first element energy corresponding to the first virtual element, and determine the element sub-energy required to complete the virtual event.

[0111] Element sub-energy is a sub-energy of the first element energy, used to represent a portion of the energy of the first element energy. For example, if the first element energy is A, the element sub-energy is the portion of energy A1 within the first element energy A.

[0112] Optionally, the first element energy is implemented as energy composed of multiple sub-energies, and the element sub-energy is implemented as a certain number of sub-energies. For example, if the first element energy is implemented as 100, implemented as energy composed of 100 sub-energies, and the element sub-energy is implemented as 67 sub-energies, then 67 is the first number, etc.

[0113] In some embodiments, the server determines the virtual event that needs to be generated based on the event generation instruction, and thus determines the sub-energy required to be obtained from the first element energy as the element sub-energy if the virtual event is to be completed based on the first virtual element targeted by the event generation instruction.

[0114] Optionally, the element sub-energy consumed to complete a virtual event is realized as a value configured by the game developer.

[0115] For example: it is preset that if virtual event A is completed, the value of element sub-energy required to be consumed is 23, and if virtual event B is completed, the value of element sub-energy required to be consumed is 48; or, it is preset that if type A virtual event is completed, the value of element sub-energy required to be consumed is 50, and if type B virtual event is completed, the value of element sub-energy required to be consumed is 30, etc.

[0116] Optionally, the element sub-energy consumed to complete the virtual event is implemented as a value determined according to the object level of the master virtual object.

[0117] The object level is the rank of the player's controlled virtual object in the virtual world. For example, the object level of the controlled virtual object at the start of the game is level 1, and as the game progresses, the object level increases. For example, when the object level of the player's controlled virtual object reaches level 3, the amount of elemental energy required to complete a virtual event is 50; when the object level of the player's controlled virtual object reaches level 5, the amount of elemental energy required to complete a virtual event is 40, and so on.

[0118] Optionally, the element sub-energy consumed to complete the virtual event is implemented as a value determined according to the running time of the virtual world.

[0119] For example, the virtual world's runtime is the duration of the virtual world's runtime during the current game. For example, at the start of the game, the amount of elemental energy required to complete a virtual event is 10; after a period of gameplay, the amount of elemental energy required to complete the virtual event is 20, and so on.

[0120] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0121] Step 330: Generate a virtual event based on the element sub-energy.

[0122] Illustratively, after determining the element sub-energy obtained from the first element energy, the element sub-energy consumed by the first virtual element is used as energy for generating the virtual event.

[0123] In an optional embodiment, the virtual event is generated by the element sub-energy consumed by the first virtual element.

[0124] Illustratively, the value of the element sub-energy consumed in the first element energy is 30, and the element sub-energy 30 is used as the energy required to generate the virtual event.

[0125] Optionally, the element sub-energy 30 is converted into the event energy corresponding to the virtual event, and the value of the event energy is 30, that is, the event energy corresponding to the virtual event may be equal to the element sub-energy.

[0126] In an optional embodiment, the event energy corresponding to the virtual event is determined.

[0127] Indicatively, considering that when converting element sub-energy into event energy corresponding to a virtual event, a portion of energy may need to be consumed to realize the conversion process, the event energy corresponding to the virtual event is determined.

[0128] Optionally, the event energy corresponding to the virtual event is implemented as a value configured by the game developer; or, the event energy corresponding to the virtual event is implemented as a value determined according to the object level of the master virtual object; or, the event energy corresponding to the virtual event is implemented as a value determined according to the running time of the virtual world, etc.

[0129] Among them, the event energy is less than the element sub-energy.

[0130] For example, the element sub-energy is the energy required to complete a virtual event, and the event energy is the energy corresponding to the virtual event. Therefore, the event energy is smaller than the element sub-energy. For example, if the event energy corresponding to the virtual event is 30, the element sub-energy required to complete the virtual event is 40.

[0131] In an optional embodiment, a virtual event is generated using the difference between the element sub-energy and the event energy as the event propulsion energy.

[0132] Among them, event advancement energy is used to generate virtual events.

[0133] Indicatively, the value of the element sub-energy required to complete a virtual event is 40, the value of the event energy corresponding to the virtual event is 30, and the value of the event advancement energy is 10. The event advancement energy is used to realize the process of consuming the element energy corresponding to the first virtual element and generating a virtual event.

[0134] The above describes the process of generating virtual events based on elemental sub-energy. This process can be used to generate virtual events based on elemental sub-energy, fully converting all elemental sub-energy into the energy required for the virtual event, effectively avoiding energy waste. Alternatively, the event energy of the virtual event can be determined, and the difference between the elemental sub-energy and the event energy can be used as the energy required to generate the virtual event. This improves the accuracy of virtual event generation, enhances the realism of virtual events in virtual scenes, and facilitates the stable operation of the virtual world.

[0135] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0136] In summary, an event generation instruction for a first virtual element is received, and based on the event generation instruction, the elemental sub-energy required to complete the virtual event from the first elemental energy is consumed, thereby generating a virtual event based on the elemental sub-energy. By converting the elemental energy of the virtual element into the energy required to generate the virtual event, energy conservation in the virtual world can be maintained, avoiding the tedious and large processing volume of simply having the server handle various events. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, the inefficiency of data processing is reduced, greatly improving the stability of the game.

[0137] In an optional embodiment, different energy consumption is performed on the first virtual element according to the event type of the generated virtual event. Schematically, as shown in FIG4 , the embodiment shown in FIG3 can also be implemented as steps 410 to 440 , and step 320 shown in FIG3 can also be implemented as steps 420 to 440 .

[0138] Step 410: Receive an event generation instruction for a first virtual element.

[0139] The event generation instruction is used to consume the first element energy of the first virtual element and generate a virtual event; the first virtual element is an element constituting the virtual world; and the virtual event is an event unit running in the virtual world.

[0140] In an optional embodiment, an event generation instruction sent by a terminal is received.

[0141] The event generation instruction is an instruction generated by the terminal based on the received event generation operation.

[0142] Illustratively, the event generation instruction received by the server is an instruction generated and sent by the terminal, and the event generation operation received by the terminal is an operation performed on the first virtual element, that is, the event generation operation is used to trigger the first virtual element.

[0143] For example, when a player controls a master virtual object through an operating terminal to play a game in a virtual world, he triggers any virtual element in the virtual world displayed on the terminal. If the triggering behavior indicates interaction with other virtual elements in the virtual world, then the virtual element is the first virtual element, and the triggering behavior is an event generation operation. The purpose of the triggering behavior is the virtual event generated as indicated by the event generation operation.

[0144] The above describes the process of generating event generation instructions based on event generation operations. An event generation operation is an operation performed on a first virtual element, received by a terminal, that adjusts the energy state of the first virtual element to facilitate interaction with other virtual elements in the virtual world. This event generation operation enables the terminal to generate event generation instructions, which quantitatively generate virtual events. This, in turn, leverages the propagation and execution of virtual events within the virtual world to enable more coordinated management of the virtual world's operations, thereby improving the operational stability of the virtual world.

[0145] The virtual elements in the virtual world achieve energy interaction through virtual events. The interaction between the first virtual element and other virtual elements includes at least one of the following interaction forms.

[0146] (1) The first virtual element interacts with specific other virtual elements

[0147] Illustratively, the triggering behavior executed by the player is realized as the main virtual object running in the virtual world, then the first virtual element is the main virtual object, and there are other specific virtual elements realized as the virtual ground; or, the triggering behavior executed by the player is realized as the main virtual object talking to the NPC, then the first virtual element is the main virtual object, and there are other specific virtual elements realized as the NPC, etc.

[0148] (2) The first virtual element interacts with other unspecified virtual elements

[0149] Illustratively, the triggering behavior performed by the player is realized by publishing a virtual announcement in the square of the virtual world, then the first virtual element is the main virtual object, and the other unspecified virtual elements are realized as other virtual objects viewing the virtual announcement, etc.; or, the triggering behavior performed by the player is realized by spreading virtual potions in the virtual world, then the first virtual element is the main virtual object, and the other unspecified virtual elements are realized as other virtual objects cured by the virtual potions, etc.

[0150] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0151] Step 420: Determine the event type based on the event generation instruction.

[0152] The event type is the type of the virtual event generated by the event generation instruction.

[0153] For example, if the process required for interaction between different virtual elements is called a virtual event, there are numerous virtual events in the virtual world. Considering the complexity of managing virtual events, virtual events of the same event type can be managed uniformly in advance.

[0154] Schematically, the first virtual element is implemented as a master virtual object, and the interaction between the master virtual object and other virtual objects is regarded as an event type (such as: event type 1); the interaction between the master virtual object and different virtual monsters is regarded as another event type (such as: event type 2); the interaction between the master virtual object and static virtual elements is regarded as another event type (such as: event type 3), etc.

[0155] After receiving the event generation instruction, the virtual event to be generated by the event generation instruction is determined, and the event type corresponding to the virtual event is determined.

[0156] Schematically, if the virtual event that the event generation instruction needs to generate is an interaction between the main control virtual object and the teammate virtual object (such as: high five), then the event type corresponding to the virtual event is determined to be event type 1; or, if the virtual event that the event generation instruction needs to generate is an interaction between the main control virtual object and the virtual building (such as: attacking the virtual building), then the event type corresponding to the virtual event is determined to be event type 3, etc.

[0157] Step 431 : In response to the event type being the first event type, consuming a first sub-energy required to complete the virtual event in the first element energy.

[0158] Among them, the first event type is used to consume the first sub-energy. The first sub-energy is the element sub-energy consumed under the first event type. The first sub-energy can also be called the first element sub-energy, which means that the first sub-energy is the element sub-energy with a first quantity.

[0159] Illustratively, managing multiple virtual events by event type includes managing energy consumption corresponding to the event type.

[0160] Optionally, based on the settings of the game developer, the energy values ​​corresponding to different event types are determined, for example: event type 1 consumes 10 energy values; event type 2 consumes 14 energy values, etc.

[0161] In some embodiments, when it is determined that the event type of the virtual event required to be generated by the event generation instruction is the first event type, based on the fact that the first event type consumes the first sub-energy, when the first element energy corresponding to the first virtual element is consumed, the first sub-energy in the first element energy is deducted.

[0162] For example, when the first event type is implemented as event type 1 and the first element energy corresponding to the first virtual element is consumed, the value of the first sub-energy deducted from the first element energy is 10 energy values, that is, 10 energy values ​​are used to represent the first sub-energy.

[0163] Step 432: In response to the event type being the second event type, consuming a second sub-energy required to complete the virtual event in the first element energy.

[0164] Among them, the second event type is used to consume the second sub-energy. The second event type is different from the first event type. The second sub-energy is the element sub-energy consumed under the second event type. The second sub-energy can also be called the second element sub-energy, which means that the second sub-energy is the element sub-energy with a second quantity.

[0165] Illustratively, the second event type is implemented as event type 2. When the first element energy corresponding to the first virtual element is consumed, the value of the first sub-energy deducted from the first element energy is 14 energy values, that is, 14 energy values ​​are used to represent the second sub-energy.

[0166] Optionally, the values ​​of the first sub-energy and the second sub-energy may be the same. That is, the energy values ​​corresponding to different event types may be the same. For example, event type 1 consumes 10 energy values; event type 2 also consumes 10 energy values, etc. This embodiment of the application is not limited to this.

[0167] In an optional embodiment, based on the event generation instruction, an energy requirement value required to complete the virtual event is determined.

[0168] Illustratively, after receiving the event generation instruction, the energy value required to complete the virtual event is determined as the energy demand value, that is, the energy demand value is used to represent the energy value required to complete the virtual event.

[0169] Optionally, the energy demand value is realized as the event energy corresponding to the virtual event (or the numerical value of the event energy); or, the energy demand value is realized as the sum of the event energy corresponding to the virtual event and the event advancement energy.

[0170] In an optional embodiment, in response to the energy demand value being not greater than the first element energy, elemental sub-energy in the first elemental energy is consumed.

[0171] Optionally, when the energy requirement value required to complete the virtual event is not greater than the first element energy corresponding to the first virtual element, the element sub-energy in the first element energy is consumed, and the energy value of the element sub-energy is the same as the energy requirement value.

[0172] Illustratively, when the energy demand value is less than the first element energy, the element sub-energy in the first element energy is consumed.

[0173] As shown in Figure 5, when a virtual event 520 is generated by consuming the element energy of the virtual element 510, based on the fact that the energy requirement value for completing the virtual event 520 is less than the first element energy corresponding to the virtual element 510, element sub-energy equal to the energy requirement value is consumed to generate the virtual event 520. The virtual event 520 carries information and energy. The information is event information, the representation is the information expressed by the virtual event, and the energy is event energy, which represents the energy determined based on the element sub-energy corresponding to the virtual element.

[0174] In addition, FIG5 also includes the consumed virtual element 530 , which has energy transfer or mass loss. The mass loss is because the virtual element 510 appears as a physical form in the virtual world, and the elemental energy of the virtual element may be regarded as a mass form.

[0175] Schematically, when the energy demand value is equal to the first element energy, the element sub-energy in the first element energy is consumed, and the element sub-energy is equal to the first element energy.

[0176] Optionally, if the element sub-energy is equal to the first element energy, the first element energy of the first virtual element is set to 0, and the process of generating virtual events cannot be continued, but the element energy can wait to be increased through other virtual events; or, if the element sub-energy is equal to the first element energy, since the first element energy is converted into element energy in the virtual world, the first virtual element disappears from the virtual world, but the element energy is retained, and no energy disappearance occurs.

[0177] The above content describes the process of determining event types based on event generation instructions, and then consuming different amounts of elemental sub-energy according to different event types. The virtual events generated by event generation instructions also correspond to event types. Since virtual events are event units running in the virtual world, different event types can also achieve different tasks in the virtual world. Using event type as a criterion for sub-energy consumption helps to more accurately determine the numerical value of elemental sub-energy. While maintaining the stability of the virtual world's operation, it also increases the diversity of virtual events and the operational flexibility of the virtual world, making the operation of the virtual world more realistically aligned with the real world and improving the accuracy of elemental sub-energy determination.

[0178] In an optional embodiment, in response to the energy demand value being greater than the first element energy, consuming the first element energy based on the event generation instruction is stopped.

[0179] In schematic form, when the energy requirement value required to complete a virtual event is greater than the first element energy corresponding to the first virtual element, the first element energy corresponding to the first virtual element is not sufficient to generate the virtual event, and the process of generating the virtual event cannot be achieved by consuming the first element energy, so the first element energy is no longer consumed.

[0180] Optionally, when the energy demand value is greater than the first element energy, feedback information is sent to the terminal to instruct the terminal to change the virtual event through the feedback information; or, feedback information is used to instruct the terminal that the virtual event cannot be generated, etc.

[0181] The above process introduces the content of using the energy requirement value as a limiting condition for consuming the first element energy. The energy requirement value required to complete the virtual event is determined based on the event generation instruction. Only when the energy requirement value is not greater than the first element energy, it means that the first element energy is available for consumption, and then the element sub-energy required to complete the virtual event is determined from the first element energy in order to generate the virtual event; if the energy requirement value is greater than the first element energy, it means that the first element energy is less and the virtual event cannot be generated by consuming the first element energy. Therefore, it is necessary to stop the process of consuming the first element energy based on the event generation instruction. That is: according to the comparison result between the first element energy and the energy requirement value, it is targeted to determine whether the first element energy can be consumed to achieve the purpose of generating the virtual event, and the virtual event generation process is quantified by the energy requirement value, so as to more carefully follow the operating rules of the virtual world.

[0182] Step 440: Generate a virtual event based on the element sub-energy.

[0183] The first sub-energy and the second sub-energy are energy consumption conditions of element sub-energy consumed under the first event type and the second event type, respectively.

[0184] Illustratively, when the first element energy in the first virtual element is sufficiently consumed, and the consumed energy value is the element sub-energy, a virtual event is generated based on the element sub-energy.

[0185] In an optional embodiment, the virtual event is implemented as at least two virtual sub-events.

[0186] Illustratively, the virtual event is event A, and the virtual event includes virtual sub-event A1 and virtual sub-event A2.

[0187] In some embodiments, required energies required to generate at least two virtual sub-events, respectively, are determined, wherein the at least two required energies constitute element sub-energies.

[0188] Illustratively, the energy required to complete virtual sub-event A1 is 32, the energy required to complete virtual sub-event A2 is 26, and the element sub-energy corresponding to virtual event A is 58.

[0189] In some embodiments, the element sub-energies are allocated based on the required energy to obtain an allocation result.

[0190] Illustratively, based on the required energy of virtual sub-event A1 being 32, the energy value allocated to virtual sub-event A1 is 32; based on the required energy of virtual sub-event A2 being 26, the energy value allocated to virtual sub-event A2 is 26. The result of allocating the energy values ​​is called the allocation result.

[0191] In some embodiments, at least two virtual sub-events are generated based on the allocation result.

[0192] Illustratively, based on the allocation result, the corresponding virtual sub-event is generated using the energy value represented by the allocation result, that is: virtual sub-event A1 is generated by allocating an energy value 32 for completing virtual sub-event A1; virtual sub-event A2 is generated by allocating an energy value 26 for completing virtual sub-event A2.

[0193] The above describes the process of generating virtual sub-events when a virtual event is implemented as at least two virtual sub-events. The required energy for each of the at least two virtual sub-events is determined, and then the elemental sub-energies are specifically divided based on the required energy. This results in an allocation of sub-energy values ​​representing the allocated sub-energy values ​​for the virtual sub-events, and the at least two virtual sub-events are generated based on this allocation. A single event generation instruction can simultaneously generate at least two virtual sub-events, improving event generation efficiency while also helping to increase the accuracy of virtual sub-event generation through the targeted allocation results, thereby enhancing the stability of the virtual world running based on the virtual events.

[0194] In an optional embodiment, the server for deploying the virtual world includes multiple zone servers.

[0195] Illustratively, the device used to deploy the virtual world is implemented as a server, such as a physical server, a cloud server, etc. The server includes multiple zone servers, which are regional servers. Multiple zone servers are used to jointly deploy the virtual world, and multiple zone servers are used to deploy virtual sub-worlds within the virtual world.

[0196] In the embodiments of the present application, multiple servers are relatively independent of each other. The relative independence of the servers is reflected in the local inertial reference system followed by the servers. The local inertial reference systems followed by multiple servers can be different. In other words, there is no need to maintain a global unified clock. It is only necessary for each independent server in the game to regard itself as a local inertial reference system and maintain its own clock. For example, server 1 maintains its own clock 1, which can be a 24-hour clock. Server 2 maintains its own clock 2, which is a 48-hour clock. Clock 1 and clock 2 are different clocks.

[0197] The multiple servers are respectively used to manage at least one virtual element, that is, each server can manage at least one virtual element in the virtual world.

[0198] There is no overlap between the virtual elements managed by multiple servers. For example, a server includes two servers: Server 1 manages virtual elements A and B, and Server 2 manages virtual elements C and D.

[0199] In an optional embodiment, in response to the first virtual element targeted by the event generation instruction being managed by a first server among the multiple servers, a virtual event is generated in the first server.

[0200] Illustratively, if the received event generation instruction is an instruction for the first virtual element, the server that manages the first virtual element is determined from multiple servers as the first server, and within the first server, the elemental sub-energy required to complete the virtual event in the first elemental energy is consumed based on the event generation instruction, and then a virtual event is generated based on the elemental sub-energy, and the virtual event is located within the first server.

[0201] The above content introduces the generation environment of virtual events. If the first virtual element targeted by the event generation instruction is managed by the first zone server, then a virtual event is generated in the first zone server. The first zone server can not only manage the first virtual element, but also consume the first element energy of the first virtual element to convert it into a virtual event. By implementing the virtual event conversion process within the zone server, it is helpful to avoid energy waste, maintain the stability of event conversion, improve event conversion efficiency, and avoid the inefficiency of other zones server executing the event generation process.

[0202] In some embodiments, the server for deploying the virtual world includes multiple servers, and at least one of the multiple servers includes multiple computing units.

[0203] The computing unit is used to manage at least one virtual element within the server.

[0204] Schematically, each server includes at least one computing unit, and multiple computing units are respectively used to manage at least one virtual element in the server.

[0205] In some embodiments, in response to a first virtual element targeted by the event generation instruction being managed by a first computing unit among the plurality of computing units, a virtual event is generated within the first computing unit.

[0206] Optionally, the server used to deploy the virtual world includes multiple servers. When each server includes multiple computing units, the computing unit is used as the generation location during the virtual event generation process. For example, when a server includes multiple computing units, the multiple computing units are divided into a honeycomb pattern in the sub-virtual world corresponding to the server, with each hexagonal area being a computing unit. Except for the computing units at the boundaries, each computing unit is connected to the six surrounding computing units, and information is also transmitted and interacted between the computing units through virtual events.

[0207] Schematically, as shown in FIG6 , a schematic diagram of a server framework for deploying a virtual world is shown. It includes multiple servers 610, such as server 1, server 2, and server 3. Taking any server (e.g., server 1) as an example, it includes multiple computing units, such as computing unit 1, computing unit 2, and computing unit 3. Taking any computing unit (e.g., computing unit 3) as an example, the computing unit is used to manage multiple virtual elements in the virtual world. Upon receiving an event generation instruction for a virtual element, a virtual event is generated within the computing unit, thereby allowing both virtual elements and virtual events to exist within the computing unit simultaneously.

[0208] Optionally, the server used to deploy the virtual world includes multiple zones and servers. When each zone and server includes a computing unit, the zone and server where the computing unit is located is regarded as the computing unit, and the computing unit (or zone and server) is the generation location in the virtual event generation process.

[0209] Schematically, the first virtual element can be managed in a more refined manner through the computing units within the server. If the first virtual element and the second virtual element are both virtual elements managed by server 1, the first virtual element is the virtual element managed by computing unit 1 in server 1, and the second virtual element is the virtual element managed by computing unit 2 in server 1, the virtual elements can be further managed in a refined manner through the computing units under the server management.

[0210] The above content introduces the content of generating virtual events by the first computing unit that manages the first virtual element. If the first virtual element targeted by the event generation instruction is managed by the first computing unit, a virtual event is generated in the first computing unit, so that the first computing unit can consume the first element energy of the first virtual element in order to convert it into a virtual event. The management of the virtual elements by the computing unit is further refined, so that the conversion of virtual events can be made more accurate, while avoiding energy waste and improving the stability of event conversion. It is also possible to execute multiple event conversion processes in one server at the same time by dividing the computing units, thereby improving the efficiency of event conversion.

[0211] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0212] In an optional embodiment, the virtual element is represented by an element vector, which is composed of an element attribute component, an element region component, an element position component, and an element time component.

[0213] The element attribute component is used to represent the element attributes of the virtual element.

[0214] For example, an element attribute is implemented as the element type of a virtual element, such as virtual element a being a virtual element of type A. An element attribute is implemented as the element identifier of a virtual element, used to uniquely identify the virtual element and distinguish it from other virtual elements. Therefore, the element attribute component corresponding to a virtual element is used to characterize the virtual element.

[0215] Optionally, the element energy corresponding to the virtual element is stored in the element attribute component. When the virtual element consumes the element energy or increases the element energy, the element attribute component changes.

[0216] Among them, the element server component is used to represent the server where the virtual element is located.

[0217] Illustratively, since different servers each have their own corresponding managed virtual elements, when determining the element server component corresponding to a virtual element, the server that manages the virtual element is determined, and thus the element server component corresponding to the virtual element is determined based on the server. For example, if the server that manages virtual element a is server 1, the element server component corresponding to virtual element a is determined based on server 1. Therefore, the element server component corresponding to a virtual element is used to indicate which server among multiple servers the virtual element is located in.

[0218] Among them, the element position component is used to represent the position information of the virtual element in the zone and server where it is located.

[0219] Illustratively, based on the fact that a server used to deploy a virtual world includes multiple servers, different servers can be responsible for managing different areas of the virtual world (different sub-virtual worlds), thereby implementing the process of managing the virtual world through multiple servers. Considering that different servers manage different sub-virtual worlds under a virtual world, after determining the server in which a virtual element is located, the position of the virtual element within the sub-virtual world managed by the server can also be determined, thereby determining the element position component corresponding to the virtual element.

[0220] For example, if server 1 is responsible for managing sub-virtual world A within the virtual world, and virtual element a is an element managed by server 1, then virtual element a is located in sub-virtual world A within the virtual world. To determine the position of virtual element a within sub-virtual world A, for example, if the position coordinates of virtual element a within sub-virtual world A are (1, 2), then the element position components corresponding to virtual element a are determined based on these position coordinates. Therefore, the element position components corresponding to a virtual element are used to represent the spatial location of the virtual element within the server.

[0221] Optionally, when at least one of the multiple servers includes multiple computing units, the multiple computing units are respectively used to manage at least one virtual element among the multiple virtual elements managed by the server, and the virtual elements managed by the multiple computing units do not overlap. For example: server 1 among the multiple servers includes multiple computing units (computing unit 1 and computing unit 2), server 1 manages sub-virtual world A, computing unit 1 manages area A1 under sub-virtual world A, then the multiple virtual elements in area A1 are virtual elements managed by computing unit 1; computing unit 2 manages area A2 under sub-virtual world A, then the multiple virtual elements in area A2 are virtual elements managed by computing unit 2, and so on.

[0222] Schematically, when a zone service includes multiple computing units, when determining the element position component corresponding to a virtual element, the computing unit that manages the virtual element is determined, and then the computing unit obtains the element position component corresponding to the virtual element based on the position of the virtual element in the area it manages (such as: position coordinates, relative position information relative to the area managed by the computing unit, etc.).

[0223] Among them, the element time component is used to represent the time information of the virtual element in the zone and server where it is located.

[0224] Schematically, the server used to deploy the virtual world includes multiple zones and servers, and each zone and server has a corresponding clock. Therefore, when determining the element time component corresponding to a virtual element, it is first necessary to determine the zone and server that manages the virtual element, and then determine the element time component based on the clock corresponding to the zone and server.

[0225] For example, if the server managing virtual element a is server 1, and the clock followed by server 1 is determined, for example, if the clock followed by server 1 is a 24-hour system, then the element time component corresponding to virtual element a in server 1 is determined based on the clock. Therefore, the element time component corresponding to the virtual element is used to represent the time situation of the virtual element in the current server.

[0226] In summary, the element vector corresponding to the virtual element is composed of the above four element components, so it can be expressed as [what, which, where, when]. Among them, what is used to represent the element attribute component (hereinafter referred to as the what component), which represents what virtual element is; which is used to represent the element server component (hereinafter referred to as the which component), which represents the server where the virtual element is located (different servers have their own corresponding local inertial reference systems, so it can also be called the local inertial reference system in which the virtual element is located); where is used to represent the element position component (hereinafter referred to as the where component), which represents the position of the virtual element in the server (based on the fact that different servers have their own corresponding local inertial reference systems, it can also be called the spatial position of the virtual element in the local inertial reference system); when is used to represent the element time component (hereinafter referred to as the when component), which represents the time situation of the virtual element in the server (based on the fact that different servers have their own corresponding local inertial reference systems, it can also be called the time information of the virtual element in the local inertial reference system).

[0227] The above content introduces the element vector composition of virtual elements represented by element vectors. By leveraging at least one of the element attribute component, element server component, element position component, and element time component, the existence of virtual elements relative to a server can be expressed from at least one perspective: element attribute, element server, element position, and element time. This facilitates both the server's management of virtual elements and other servers' understanding of virtual elements, strengthening the representation of virtual elements relative to their server and the meaning of the virtual elements themselves.

[0228] In an optional embodiment, a virtual event is represented by an event vector, which includes an event attribute component, an event location component, an event position component, and an event time component.

[0229] Among them, the event attribute component is used to characterize the event attributes of the virtual event.

[0230] For example, an event attribute is implemented as the event type of a virtual event, such as virtual event a being a virtual event of type A. An event attribute is implemented as the event identifier of a virtual event, used to uniquely identify the virtual event and distinguish it from other virtual events. Therefore, the event attribute component corresponding to a virtual event is used to characterize what kind of virtual event the virtual event is.

[0231] Optionally, the event energy corresponding to the virtual event is stored in the event attribute component. When the virtual event consumes the event energy or the element energy is converted into event energy, the event attribute component changes.

[0232] Among them, the event zone component is used to represent the zone where the virtual event is located.

[0233] Illustratively, virtual events are generated based on virtual elements. When a virtual event is generated, it is generated in the server corresponding to the virtual element. For example, if the virtual element a targeted by the event generation instruction is located in server 1, and the elemental energy corresponding to virtual element a is consumed to generate a virtual event, the virtual event is generated in server 1. In other words, when the elemental energy of a virtual element in any server is consumed to generate a virtual event, the virtual event is generated in that server, meaning that virtual events are not generated across servers.

[0234] The server that generated the virtual event is used as the event server component corresponding to the virtual event. That is, the server where the virtual elements consumed to generate the virtual event are located is used as the event server component corresponding to the virtual event. Therefore, the event server component corresponding to the virtual event is used to indicate the server that generated the virtual event.

[0235] The event location component is used to represent the location information of the virtual event within the server where it is located. Since the server used to deploy the virtual world includes multiple servers, different servers can be responsible for managing different areas of the virtual world (different sub-virtual worlds), realizing the process of managing the virtual world through multiple servers.

[0236] Optionally, after determining the zone and server where the virtual event is generated, an event position component corresponding to the virtual event is determined based on the position of the virtual event in the zone and server when the virtual event is generated.

[0237] Schematically, the elemental energy of the virtual element a in server 1 is consumed to generate a virtual event. The process of generating the virtual event is implemented at position A in the sub-virtual world managed by server 1. The event position component corresponding to the virtual event is determined based on position A, such as: taking position A as the event position component corresponding to the virtual event, etc.

[0238] Optionally, the process of consuming the element energy of the virtual elements and generating the virtual event is usually faster, and the event position component corresponding to the virtual event is determined based on the position of the consumed virtual elements in the server.

[0239] Schematically, the elemental energy of the virtual element a in server 1 is consumed to generate a virtual event. The virtual element a is located at position B in the sub-virtual world managed by server 1. The event position component corresponding to the virtual event is determined based on position B, such as: taking position B as the event position component corresponding to the virtual event, etc.

[0240] In some embodiments, when there is at least one zone server among multiple zones and servers that includes multiple computing units, when the element energy of the virtual element under any computing unit is consumed to generate a virtual event, the virtual event is generated under the computing unit, that is, the virtual event is not generated across computing units.

[0241] Optionally, when determining the event position component corresponding to a virtual event, the position of the virtual event in the area managed by the computing unit when the virtual event is generated is determined, thereby obtaining the event position component corresponding to the virtual event; or, the virtual elements consumed in generating the virtual event are determined, and the computing unit that manages the virtual elements is determined, and then the computing unit obtains the event position component corresponding to the virtual event based on the position of the virtual element in the area it manages, etc.

[0242] Among them, the event time component is used to represent the time information of the virtual event in the zone and server.

[0243] Schematically, the server used to deploy the virtual world includes multiple zones and servers, and each zone and server has a corresponding clock. Therefore, when determining the event time component corresponding to a virtual event, it is first necessary to determine the zone and server that generated the virtual event, and then determine the event time component based on the clock corresponding to the zone and server.

[0244] For example, if the server that generated virtual event a is server 1, and the clock followed by server 1 is determined, for example, if the clock followed by server 1 is a 24-hour system, then the event time component corresponding to virtual event a in server 1 is determined based on this clock. Therefore, the event time component corresponding to the virtual event is used to represent the time when the virtual event occurred in the current server.

[0245] In summary, the event vector corresponding to a virtual event is composed of the four event components mentioned above and can be expressed as [what, which, where, when]. Among them, what is used to represent the event attribute component; which is used to represent the event location component; where is used to represent the event location component; and when is used to represent the event time component.

[0246] The above content introduces the composition of event vectors for virtual events represented by event vectors. By leveraging at least one of the event attribute component, event server component, event location component, and event time component, the existence of virtual events relative to a server can be expressed from at least one of the perspectives of event attribute, event server, event location, and event time. This facilitates both the generation and management of virtual events by a server and the reception and analysis of virtual events by other servers. This enhances the representation of virtual events relative to a server and the meaning of the virtual events themselves, facilitating the transfer of virtual events between servers and enhancing the overall operational stability of the virtual world.

[0247] In some embodiments, the representation of the event vector corresponding to the virtual event is the same as the representation of the element vector of the virtual element. Due to the same mathematical representation, the virtual elements and virtual events can be transformed into each other and interact with each other, thereby more flexibly participating in the operation and calculation process of the virtual world.

[0248] Schematically, as shown in FIG7 , it is a schematic diagram of the conversion relationship between virtual elements and virtual events.

[0249] The process of converting the virtual element 710 into the virtual event 720 can be achieved by consuming the elemental energy of the virtual element 710. This conversion process is achieved by generating the virtual event 720 based on the virtual element 710. After the virtual event 720 is generated, the virtual event has part or all of the elemental energy corresponding to the virtual element 710. The energy of the virtual event 720 can be referred to as event energy.

[0250] In addition, a process of converting the virtual event 720 into the virtual element 710 may be achieved by consuming event energy of the virtual event 720 , and the conversion process is achieved by applying the virtual event 720 to the virtual element 710 .

[0251] It is worth noting that the conversion process shown in Figure 7 is only a general introduction to the conversion between virtual elements and virtual events, and the virtual elements therein are only a general description of multiple virtual elements. The virtual elements consumed to generate virtual events and the virtual elements acted upon by virtual events can be implemented as the same virtual elements or as different virtual elements, and the embodiments of the present application do not limit this.

[0252] In summary, by converting the elemental energy of virtual elements into the energy required to generate virtual events, the conservation of energy in the virtual world can be maintained, avoiding the tediousness of simply having the server itself handle various events and the problem of large processing volume. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, it reduces the inefficiency of data processing and greatly improves the stability of the game.

[0253] In an embodiment of the present application, different energy consumption contents of the first virtual element are introduced according to the event type of the generated virtual event. According to the event generation instruction for the first virtual element, the event type of the virtual event to be generated is determined, and when the event type is implemented as a first event type for consuming the first sub-energy, the first sub-energy corresponding to the first element energy is consumed, thereby generating a virtual event based on the first sub-energy. The division of event types can make the process of energy consumption and conversion more realistic. Since different event types can consume different sub-energies under the first element energy, the authenticity and fun of the game are improved while ensuring energy conservation.

[0254] In an optional embodiment, after the virtual event is generated, the virtual event is applied to the second virtual element in the virtual world. Schematically, as shown in FIG8 , the embodiment shown in FIG3 further includes the following steps 810 to 820 .

[0255] Step 810: Determine the second virtual element targeted by the virtual event.

[0256] Illustratively, when a virtual event is generated, the virtual event carries event information, which includes a second virtual element targeted by the virtual event. The second virtual element is used to represent the virtual element that receives the virtual event, and the second virtual element can also be called the virtual element applied by the virtual event.

[0257] In some embodiments, the second virtual element is implemented as a virtual element other than the first virtual element, that is, the first virtual element that generates the virtual event and the second virtual element that receives the virtual event are different virtual elements.

[0258] Illustratively, a virtual event generated by the first virtual element is implemented as follows: the controlling virtual object asks an NPC in the virtual world a question about Monster A. This question, a virtual event, carries event information, such as the target of the virtual event and the question asked. The target of the virtual event is the NPC, which is the second virtual element; the question asked in the virtual event is about Monster A.

[0259] In some embodiments, the second virtual element is implemented as the first virtual element, that is, the first virtual element that generates the virtual event and the second virtual element acted upon by the virtual event are the same virtual element.

[0260] Illustratively, the virtual event generated by the first virtual element is implemented as follows: the controlling virtual object hits its own head. This hitting event, as a virtual event, carries event information, such as the object targeted by the virtual event and the location of the virtual event. The virtual event targets the controlling virtual object itself, which is the second virtual element and the first virtual element generating the virtual event; the location of the virtual event is the controlling virtual object's head.

[0261] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0262] Step 820: Apply the event energy corresponding to the virtual event to the second virtual element.

[0263] Among them, event energy is the energy obtained based on the transformation of element sub-energy.

[0264] Optionally, when all element sub-energies are used to generate a virtual event, the energy value of the event energy is realized as the energy value of the element sub-energies.

[0265] Optionally, when the element sub-energy is partially used to promote the generation of virtual events (event advancement energy) and partially used to generate virtual events, the energy value of the event energy is realized as the energy value of the element sub-energy excluding the event advancement energy.

[0266] Illustratively, after determining the second virtual element targeted by the virtual event, the event energy corresponding to the virtual event is applied to the second virtual element, thereby completing the process of converting the virtual event into the virtual element.

[0267] In some embodiments, the virtual event acts on multiple virtual elements, that is, the second virtual element is implemented as multiple virtual elements.

[0268] Schematically, when the event energy corresponding to the virtual event is applied to the second virtual element, the event sub-energy allocated to each second virtual element is determined from the event information carried by the virtual event, and the corresponding event sub-energy is applied to the corresponding second virtual element based on the result.

[0269] For example: the second virtual element indicated by the virtual event includes virtual element 1 and virtual element 2. The event sub-energy allocated to virtual element 1 is determined to be 3 from the event information carried by the virtual event, and the event sub-energy allocated to virtual element 2 is determined to be 5 from the event information carried by the virtual event. Based on the allocation result, the event energy is applied to virtual element 1 and virtual element 2 to implement the process of applying to the second virtual element.

[0270] In an optional embodiment, in response to the event energy corresponding to the virtual event reaching a preset triggering threshold for triggering the second virtual element, the event energy is applied to the second virtual element.

[0271] Illustratively, the preset trigger threshold is implemented as a pre-set trigger threshold, which is a threshold condition for triggering the second virtual element to receive event energy.

[0272] Illustratively, the event energy corresponding to the virtual event is 50. If the preset trigger threshold of the second virtual element is 30, the event energy corresponding to the virtual event reaches the preset trigger threshold for triggering the second virtual element, and the event energy can be applied to the second virtual element.

[0273] Optionally, in response to the event energy corresponding to the virtual event not reaching a preset triggering threshold for triggering the second virtual element, the event energy cannot be applied to the second virtual element.

[0274] Illustratively, the event energy corresponding to the virtual event is 30. If the preset trigger threshold of the second virtual element is 50, the event energy corresponding to the virtual event does not reach the preset trigger threshold for triggering the second virtual element, and the event energy cannot be applied to the second virtual element.

[0275] In some embodiments, the preset trigger threshold is determined by a virtual element.

[0276] For example, element types of different virtual elements may have different preset trigger thresholds.

[0277] In some embodiments, the preset trigger threshold is determined by the virtual element and the event type of the virtual event.

[0278] For example, the preset trigger threshold of virtual element A when generating virtual event B is preset trigger threshold 1; the preset trigger threshold of virtual element A when generating virtual event C is preset trigger threshold 2, and so on.

[0279] Among them, by setting a preset trigger threshold, the problem of virtual elements being more arbitrarily affected by virtual events can be effectively avoided, thereby effectively avoiding the disorderly operation of the virtual world and improving the authenticity of the virtual world to a certain extent.

[0280] In some embodiments, when the event energy cannot be applied to the second virtual element, the event energy is converted into virtual heat energy and dissipated in the virtual air of the virtual world; or, when the event energy cannot be applied to the second virtual element, the event energy is applied to the first virtual element, thereby returning the element energy consumed from the first virtual element to the first virtual element, etc.

[0281] The above content describes the process of applying event energy to the second virtual element only when the event energy reaches a preset trigger threshold. The second virtual element uses the preset trigger threshold as a condition to judge and limit whether the virtual event can be applied to the second virtual element. When the event energy of the virtual event is less than the preset trigger threshold, the second virtual element refuses to apply the virtual event to it. When the event energy of the virtual event reaches the preset trigger threshold, the second virtual element allows the virtual event to be applied to it. This can avoid the problem that any virtual event can trigger the second virtual element and maintain the stability of the second virtual element in the virtual world. Only when the preset trigger threshold is reached can the second virtual element change based on the virtual event, enriching the flexibility of the virtual world operation while ensuring the stability of the virtual world operation.

[0282] In an optional embodiment, the second virtual element corresponds to the second element energy.

[0283] The second element energy is the element energy of the second virtual element before being affected by the virtual event.

[0284] Illustratively, the second element energy is implemented as the initial element energy corresponding to the second virtual element; alternatively, the second element energy is implemented as the element energy of the second virtual element after being affected by at least one other virtual event. For example, the initial element energy of the second virtual element is a, and after being affected by virtual event 1, the second element energy of the second virtual element becomes a+b; while the virtual event generated based on the first virtual element is virtual event 2, virtual event 2 is not applied to the second virtual element.

[0285] In an optional embodiment, the event energy corresponding to the virtual event is converted into the element energy of the second virtual element to obtain the second virtual element with the third element energy.

[0286] Among them, the third element energy is the sum of the event energy and the second element energy.

[0287] Schematically, the second element energy is a, and the event energy corresponding to the virtual event is c. After the event energy corresponding to the virtual event is applied to the second virtual element, the element energy corresponding to the second virtual element becomes the third element energy, and the energy value is realized as a+c.

[0288] As shown in Figure 9, after the virtual event 910 is generated, the virtual event 910 carries information (event information) and has energy (event energy). The virtual event 910 is applied to the second virtual element 920, that is, the event energy corresponding to the virtual event 910 is applied to the second virtual element 920, thereby obtaining the second virtual element 930 after application. The energy (element energy), mass (mass is because the virtual element appears in a physical form in the virtual world, and the element energy of the virtual element may be regarded as a form of mass) or other information (such as position and other information) in the second virtual element 930 after application changes.

[0289] In an optional embodiment, a first event sub-energy consumed in the process of a virtual event reaching a second virtual element is determined, and the first event sub-energy is less than the event energy; the difference between the event energy and the first event sub-energy is determined to obtain a second event sub-energy; the second event sub-energy is converted into elemental energy of the second virtual element to obtain a second virtual element having a fourth elemental energy.

[0290] The fourth element energy is the sum of the second event sub-energy and the second element energy.

[0291] Schematically, when the event energy corresponding to the virtual event needs to consume energy when applied to the second virtual element, the energy group consumed when the virtual event is applied to the second virtual element is first determined as the first event sub-energy, and then the energy officially acting on the second virtual element is determined as the second event sub-energy based on the difference between the event energy and the first event sub-energy. Therefore, when the virtual event is applied to the second event sub-energy, the second event sub-energy is applied to the second virtual element to obtain a second virtual element with a fourth element energy that is the sum of the second event sub-energy and the second element energy.

[0292] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0293] The above content describes the process by which a second virtual element with a second elemental energy adjusts its own elemental energy based on event energy. After receiving a virtual event, the second virtual element can convert the event energy corresponding to the virtual event into the elemental energy of the second virtual element, thereby obtaining a second virtual element with a third elemental energy, achieving complete conversion of elemental energy and avoiding waste of elemental energy. Alternatively, the second virtual element can determine the first event sub-energy consumed during the virtual event's arrival at the second virtual element, thereby converting the second event sub-energy, which represents the difference between the event energy and the first event sub-energy, into the elemental energy of the second virtual element, obtaining a second virtual element with a fourth elemental energy. This process fully accounts for potential energy consumption issues during the conversion process, making the second virtual element with the fourth elemental energy more consistent with real-world energy conversion and consumption, and improving the operational authenticity of the virtual world.

[0294] In an optional embodiment, the server for deploying the virtual world includes multiple zone servers, the element vector is composed of an element position component and an element time component, and the event vector is composed of an event position component and an event time component.

[0295] Among them, multiple servers are used to manage at least one virtual element respectively.

[0296] In an optional embodiment, in response to the first virtual element and the second virtual element being managed by the first zone server, the event position component and event time component corresponding to the virtual event are determined, and the element position component and element time component corresponding to the second virtual element are determined.

[0297] Among them, virtual elements are expressed through element vectors, which include element attribute components, element service components, element position components and element time components; virtual events are expressed through event vectors, which include event attribute components, event service components, event position components and event time components.

[0298] Schematically, the first virtual element that generates the virtual event and the second virtual element acted upon by the virtual event are in the same zone. Taking the first zone as an example, the event position component and event time component corresponding to the virtual event are determined, and the element position component and element time component corresponding to the second virtual element are determined.

[0299] Among them, the event position component corresponding to the virtual event is implemented as the position coordinates corresponding to the virtual event when the virtual event is generated; or, the event position component corresponding to the virtual event is implemented as the position coordinates of the first virtual element generating the virtual event in the sub-virtual world corresponding to the first zone and server, etc.; the event moment component corresponding to the virtual event is implemented as the moment corresponding to the first zone and server when the virtual event is generated, etc.

[0300] Among them, the element position component corresponding to the second virtual element is implemented as the position coordinates of the second virtual element in the sub-virtual world corresponding to the first zone when the virtual event is applied to the second virtual element; the element moment component corresponding to the virtual element is implemented as the moment corresponding to the first zone when the virtual event is applied to the second virtual element.

[0301] In an optional embodiment, in response to the event position component and the element position component being identical, and the event time component and the element time component being identical, the event energy corresponding to the virtual event is applied to the second virtual element.

[0302] Illustratively, when it is determined that the event position component and event time component corresponding to the virtual event are both the same as the element position component and element time component corresponding to the virtual element, the event energy corresponding to the virtual event can be applied to the second virtual element.

[0303] The above content introduces the process of comparing the element position component and the event position component, and comparing the element moment component and the event moment component, to determine whether the event energy is applied to the content of the second virtual element. Considering that the element position component represents the position information of the virtual element in the area where it is located, and the event position component represents the position information of the virtual event in the area where it is located, by comparing the element position component and the event position component, it is possible to determine whether the virtual element and the virtual event are in the same position; in addition, considering that the element moment component represents the time information of the virtual element in the area where it is located, and the event moment component represents the time information of the virtual event in the area where it is located, by comparing the element moment component and the event moment component, it is possible to determine whether the virtual element and the virtual event are in the same moment, thereby using the same moment and the same position as the energy application conditions. Only when the two are the same can the event energy be applied to the second virtual element, which is conducive to improving resource utilization efficiency, improving the accuracy of energy application, and improving application quality.

[0304] In an optional embodiment, the element attribute component of the second virtual element is adjusted according to the event energy corresponding to the virtual event.

[0305] Illustratively, in most cases, when a virtual event is applied to a second virtual element, it will change the what component of the second virtual element, for example, causing the element energy (element mass) of the second virtual element to increase or decrease.

[0306] Illustratively, when the second virtual element is implemented as a virtual element such as text or a display screen, the effect of the virtual event may also change the information recorded on the second virtual element, and this information is also part of the what component in the second virtual element.

[0307] Indicatively, after a virtual event is applied to a second virtual element, the event energy of the virtual event itself will not disappear out of thin air, but will become part of the elemental energy of the second virtual element, or be disseminated to the server, while still maintaining the conservation of mass and energy.

[0308] Indicatively, the server, computing units within the server, and virtual elements can choose to ignore virtual events with too low event energy, so that the effect of the virtual event will be ineffective, and only the event energy will be spread throughout the server.

[0309] In an optional embodiment, the element position component of the second virtual element is adjusted according to the event energy corresponding to the virtual event.

[0310] Illustratively, in some cases the event energy corresponding to the virtual event will also change the position coordinates of the second virtual element in the virtual world, thereby adjusting the element position component of the second virtual element and causing forced displacement of the second virtual element.

[0311] For example, a virtual event is implemented as an attack on a virtual monster. The second virtual element targeted by the virtual event is the virtual monster. The attack operation may cause forced displacement of the virtual monster, thereby adjusting the element position component of the second virtual element with event energy.

[0312] The above content describes the process of applying event energy to a second virtual element by adjusting the corresponding element components of the second virtual element through event energy. By adjusting at least one of the element attribute component and the element position component through event energy, the element energy of the second virtual element can be changed, thereby successfully applying event energy to the second virtual element. This explains the implementation method for applying event energy to the second virtual element and enriches the process of changing the second virtual element through virtual events.

[0313] In some embodiments, as shown in FIG10 , element vectors corresponding to virtual elements are described. Taking any one virtual element 1010 among the multiple virtual elements as an example, all virtual elements in the game world are in a state of flux, similar to how all objects in the four-dimensional space-time of relativity are constantly in motion. Even if an object's position in the reference frame remains unchanged, its time coordinates are constantly changing in the space-time diagram. For example, the player's controlled virtual object must constantly absorb elemental energy to replenish it before consuming it to move to a stationary NPC. During this time, the virtual object can pick up or drop items to facilitate gameplay.

[0314] Optionally, when a virtual element is stationary in the server or unaffected by other virtual events, the when component of the element vector advances along with the server's clock, while the other components remain unchanged. In actual engineering practice, the when component of an element may not be stored in the element object; instead, the server's clock is used directly when the element participates in computations.

[0315] Alternatively, similar to the Pauli Exclusion Principle in physics, virtual elements within a server (or computational unit) cannot have both their where and when components be equal at the same time. This means that a point in spacetime (time and control coordinates) can only contain at most one virtual element. This means that two different virtual elements cannot be in the same position at the same time in a server.

[0316] Alternatively, when a virtual element moves within a server, the where component changes. This process consumes elemental energy, which means the energy attribute in the what component decreases. For example, when a player-controlled virtual object runs, the elemental energy in that object decreases, and if the elemental energy is insufficient, the virtual object becomes unable to move.

[0317] Schematically, the what component includes various element information corresponding to the virtual element. The element information is represented in the form of a tree structure. The tree structure includes multiple child nodes, and different child nodes respectively store part of the information in the element information. The element information of different virtual elements is different, so the tree structures corresponding to different virtual elements are different, for example, the number of child nodes that make up the tree structure, the partial information stored, etc. are different. When a virtual element is picked up or discarded, the what component corresponding to the virtual element changes, and the what component increases or decreases child nodes (the element attributes still exist, but have changed); when the virtual element is absorbed or discharged, the what component corresponding to the virtual element changes (the element attributes no longer exist).

[0318] Optionally, taking the movement of the master virtual object in the virtual world as an example, the elemental energy consumed during movement (the elemental energy corresponding to the master virtual object) will not disappear out of thin air. Similar to heat energy, the elemental energy will be emitted to the computing unit corresponding to the area where the master virtual object is located (or the server corresponding to the sub-virtual world in which it is located). Schematically, certain virtual elements in the computing unit or server can also obtain the emitted elemental energy. For example: virtual objects controlled by different players can automatically absorb elemental energy distributed in the server to increase their own elemental energy (energy value). Such an energy mechanism can effectively prevent the additional computing pressure on the operation of the virtual world caused by behaviors such as player script hanging.

[0319] Alternatively, if a Virtual Element wishes to increase its elemental energy (e.g., elemental mass), it can do so by picking up or absorbing the elemental energy of other elements within the server. This is similar to digestion, absorption, and wearing. After being picked up, a Virtual Element's original properties remain unchanged, and after being discarded, it can become an independent Virtual Element again. Only after being absorbed does it fully become part of the absorber, losing all elemental properties and being unable to be restored to an independent Virtual Element.

[0320] Optionally, virtual elements are restricted to movement within a server and cannot cross servers. If cross-server movement is required, this can be achieved by converting virtual elements into virtual events.

[0321] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0322] In summary, by converting the elemental energy of virtual elements into the energy required to generate virtual events, the conservation of energy in the virtual world can be maintained, avoiding the tediousness of simply having the server itself handle various events and the problem of large processing volume. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, it reduces the inefficiency of data processing and greatly improves the stability of the game.

[0323] In an embodiment of the present application, the application of a virtual event generated by a first virtual element to a second virtual element is described. When the virtual event is implemented as a one-way transmission event, the second virtual element for which the generated virtual event is targeted is determined. Then, when the virtual event is applied to the second virtual element, the event energy of the virtual event is applied to the second virtual element, thereby changing the second element energy of the second virtual element before being affected by the virtual event, resulting in a second virtual element with a third element energy. This enables the first virtual element and the second virtual element to interact through the virtual event. By using the virtual event as a medium, the virtual event is prevented from being generated out of thin air in the virtual world, which is conducive to maintaining energy conservation in the virtual world.

[0324] In an optional embodiment, the generated virtual event is implemented in two forms: a one-way transmission event and a diffusion event. The one-way transmission event is an event with a fixed propagation direction and has a clearly targeted second virtual element; the diffusion event is an event including at least two propagation directions, and the virtual elements affected have a certain degree of randomness.

[0325] Optionally, when the virtual event is a one-way transmission event, the action process is implemented based on the second virtual element indicated by the one-way transmission event.

[0326] As shown in Figure 11, the time period axis 1110 is the time measurement scale of the clock corresponding to the server where the first virtual element and the second virtual element coexist, including time t1 and time t2. At time t1, the virtual event is generated at location A (i.e., location A in the sub-virtual world managed by the server), and at time t2, the virtual event is applied to location B (i.e., location B in the sub-virtual world managed by the server), where location B is the location of the second virtual element in the sub-virtual world. In the one-way event transmission process shown in Figure 11, the event energy and event information of the virtual event are completely transmitted to the second virtual element.

[0327] In some embodiments, at the level of a computing unit, the effect of a virtual event on a virtual element therein is directly completed within one computing cycle, because relativistic effects are ignored within the computing unit and information is considered to propagate at infinite speed.

[0328] In some embodiments, the one-way transfer event will directly act on the virtual event or virtual element at the specified position in the next calculation cycle generated, that is, it can only act when the where component and the when component are equal at the same time in the same calculation unit.

[0329] Optionally, when the virtual event is a diffusion event, a process of searching for a virtual element affected by the virtual event is implemented based on the diffusion event.

[0330] As shown in FIG12 , the time period axis 1210 is the time measurement scale of the clock corresponding to the zone and server where the first virtual element and the second virtual element coexist, including time t1 and time t2. At time t1, the virtual event is generated at A (i.e., position A of the sub-virtual world managed by the zone and server), and at time t2, the virtual event is spread to the entire computing unit (or zone and server, here taking the computing unit as an example). In the transmission process of the diffusion event shown in FIG12 , the event energy of the virtual event is dispersed (e.g., dispersed to various positions of the computing unit), the event information of the virtual event is maintained, and there is a process of performing calculations at the coordinates of the virtual element and the virtual event, which means that there is a calculation process of the element position component corresponding to the virtual element and the event position component corresponding to the virtual event.

[0331] In an optional embodiment, when a virtual event is implemented as a diffusion event, if the process of applying the virtual event to the virtual element is completed by the zone server, the virtual event is traversed at each location in the sub-virtual world corresponding to the zone server, thereby applying the virtual event to the virtual element indicated by the virtual event; if the process of applying the virtual event to the virtual element is completed by the computing unit, the virtual event is traversed at each location in the area corresponding to the computing unit, thereby applying the virtual event to the virtual element indicated by the virtual event.

[0332] In some embodiments, event energy corresponding to a virtual event is broadcast to obtain multiple event sub-energies, and the multiple event sub-energies correspond to different position components.

[0333] Schematically, different event sub-energies are respectively marked with vectors related to the virtual event, including an attribute component indicating the energy value corresponding to the event sub-energy, a server component indicating the server where the virtual event is located, a position component indicating the position information of the event sub-energy within the server, and a moment component indicating the moment information of the event sub-energy within the server.

[0334] In some embodiments, the third event sub-energy is applied to the third virtual element in response to the presence of the third virtual element at the location indicated by the location component of the third event sub-energy.

[0335] The third event sub-energy is an event sub-energy among the multiple event sub-energies.

[0336] Schematically, the third event sub-energy is any one of the multiple event sub-energies. If it is determined that a virtual element exists at the indicated position based on the position component corresponding to the third event sub-energy, the virtual element is used as the third virtual element, and the third virtual element is a virtual element used to be acted upon by the third event sub-energy.

[0337] The third event sub-energy is applied to the third virtual element based on the position component. For example, based on the energy value corresponding to the third event sub-energy indicated by the attribute component in the third event sub-energy, the energy value is applied to the third virtual element to implement the action process.

[0338] Optionally, when there is at least one event sub-energy among multiple event sub-energies that determines a third virtual element based on a corresponding position component, the at least one event sub-energy is used as the above-mentioned third event sub-energy to implement the process of applying the diffusion event to the virtual element.

[0339] In some embodiments, a diffusion event generated within a computational unit is directly diffused throughout the entire computational unit in the next computational cycle. This results in the event energy of the virtual event being evenly distributed across the computational unit. Operations are only performed at the spatiotemporal coordinates where virtual elements or virtual events exist. In most cases, the event sub-energy of the diffusion event is so weak that it is ignored, failing to transmit information or affect virtual elements.

[0340] Optionally, when the event energy corresponding to the virtual event is applied to the second virtual element, the second virtual element may reject the action process.

[0341] Illustratively, if a virtual event is directly applied to a second virtual element within a computational unit, the second virtual element may undergo corresponding changes. For example, if the controlling virtual object states a fact to an NPC, the NPC may gain previously unknown information, enriching its knowledge and thus changing the "what" component of the second virtual element. Alternatively, the NPC may reject the statement.

[0342] The above content describes the process of applying event sub-energies to virtual elements by broadcasting event energy. When a virtual event is implemented as a diffusion event, the event energy corresponding to the virtual event can be broadcast to obtain multiple event sub-energies corresponding to different positional components. Furthermore, when a third virtual element is located at the position indicated by the positional component of the third event sub-energy, the third event sub-energy can be applied to the third virtual element. This virtual event, manifested as a diffusion event, influences virtual elements in the virtual world. The extended event is less directional, facilitating a wider impact on the virtual world. This facilitates the propagation of event energy while maintaining the stability of the virtual world, promoting the flexible operation of the virtual world.

[0343] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0344] In summary, by converting the elemental energy of virtual elements into the energy required to generate virtual events, the conservation of energy in the virtual world can be maintained, avoiding the tediousness of simply having the server itself handle various events and the problem of large processing volume. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, it reduces the inefficiency of data processing and greatly improves the stability of the game.

[0345] In the embodiments of the present application, two forms of virtual events are introduced, namely, one-way transmission events and diffusion events. When the virtual event is a one-way transmission event, when a virtual event is generated by a first virtual element in one calculation cycle, the virtual event is applied to a second virtual element in the next calculation cycle, and the process of applying the virtual event to the virtual element is realized by changing the second virtual element; when the virtual event is a diffusion event, the event energy is broadcast to obtain multiple event sub-energies, and according to the position components corresponding to different event sub-energies and the element position components corresponding to other virtual elements, a third virtual element with an effect is determined, thereby applying the third event sub-energy to the third virtual element. Through the two forms of one-way transmission events and diffusion events, a more comprehensive analysis of the effect of virtual events is carried out, the efficiency of applying virtual events to virtual elements is improved, and the problem of virtual events not being able to be accurately applied to virtual elements is avoided.

[0346] In an optional embodiment, virtual elements and virtual events are in constant transformation and interaction in the virtual world, just like the relationship between energy and matter in the physical world. In most cases, virtual elements and virtual events are constantly interacting with each other in the server or computing unit. Only when the virtual elements or virtual events cross the computing unit will they be handled by the server; when crossing the server, they are processed through the logical relationship between the servers.

[0347] Schematically, the process of converting a virtual element into a virtual event and finally applying the virtual event to the virtual element may include the following parts.

[0348] (1) Virtual elements generate virtual events

[0349] In principle, virtual elements that wish to interact with other virtual elements must use virtual events as a medium. Most virtual events in the game are generated by virtual elements, and virtual events do not appear out of thin air.

[0350] Alternatively, the virtual elements that generate virtual events can be elements placed in the game world, such as items, NPCs, virtual objects controlled by players, etc. In other words, all virtual events have a definite source and will not appear out of thin air.

[0351] Optionally, generating a virtual event requires consuming elemental energy (since virtual elements are implemented in physical form, they correspond to elemental mass, which can be referred to as consumed elemental energy). After generating a virtual event, the elemental mass of the virtual element, or the elemental energy it carries, decreases, similar to the law of conservation of mass and energy in physics. Furthermore, the elemental energy or elemental mass required to generate different types of virtual events varies. If the elemental mass or elemental energy is insufficient, no virtual event can be generated.

[0352] Based on this, the rule that virtual elements correspond to limited elemental energy or elemental mass limits the number of virtual events that occur, preventing the unlimited generation of virtual events from causing the virtual world to overload its computing power. Under this rule, the specific values ​​of the consumption of elemental mass or elemental energy can be adjusted by game developers, and different virtual worlds will be created with different parameters.

[0353] Optionally, the event information and event energy carried by the virtual event are calculated at the time of generation and recorded in the what component corresponding to the virtual event. The what component also records the event identifier (IDentity) of the virtual event. The event ID is composed of the server where the virtual event occurred (which), the time of generation (when), the location within the server (where), and the element identifier of the virtual element that generated the virtual event.

[0354] Optionally, if it is stipulated that a virtual element can only send out at most one virtual event in one computing cycle, then the event ID corresponding to the virtual event is globally unique.

[0355] (2) Propagation and calculation of virtual events within the computing unit

[0356] Schematically, virtual events carry event information and possess event energy. Once generated, a virtual event continues to propagate until it is applied to a virtual element, server, or computing unit. For example, a query event from a controlling virtual object is immediately received and processed by the NPC. Conversely, if the controlling virtual object does not approach the NPC but instead randomly issues a query, the NPC will likely not respond.

[0357] Optionally, when the virtual event is implemented as a one-way transmission event, it is shown in FIG11 ; when the virtual event is implemented as a diffusion event, it is shown in FIG12 .

[0358] (3) Virtual events applied to virtual elements

[0359] Optionally, when the virtual event is applied to the second virtual element, as shown in FIG9 , details will not be repeated here.

[0360] (4) Interaction of virtual events

[0361] In some embodiments, virtual events can overlap and interfere like light, and virtual events within the computing unit also interact with each other according to the rules of overlap and interference.

[0362] As shown in FIG13 , a virtual event 1310 issued by a master virtual object is implemented as a diffusion event. The energy of the virtual event is dispersed, thereby becoming multiple sub-events. Different sub-events correspond to sub-event energies, such as sub-event 1311 and sub-event 1312 .

[0363] Indicatively, the server based on which the virtual world is deployed also runs a signal collector. When the signal collector captures a large number of sub-events, it will aggregate the captured sub-events together. If the sum of the sub-event energies corresponding to the sub-events can still exceed the response threshold of the NPC, it will have an impact on the NPC.

[0364] Similar to the situation where coherent light sources will cause interference, only virtual events with the same event ID can interact with each other within the computing unit, and the conditions that the where component and the when component are equal must be met at the same time.

[0365] In addition, sub-events that meet the interaction conditions complete the interaction within one calculation cycle of the calculation unit, the sub-event energies are superimposed, and the event information corresponding to the sub-events remains unchanged, for example: each sub-event corresponds to complete event information.

[0366] (5) Evolution of Virtual Elements in the Virtual World

[0367] Schematically, all virtual elements in the virtual world are in a state of change, similar to how all objects are constantly in motion in the four-dimensional space-time of relativity. Even if the position of an object in the reference frame remains unchanged, its time coordinate is constantly changing in the space-time diagram.

[0368] Alternatively, consider analyzing the evolution of virtual elements within a computing unit. Virtual elements in different computing units are located in different positions and, due to the principle of relativity, cannot interact with each other. Furthermore, virtual elements within the same computing unit cannot be located in the same spacetime coordinates. Therefore, direct interaction between virtual elements is impossible; interaction between two virtual elements must be mediated by virtual events.

[0369] FIG14 shows the process of interaction between virtual elements in the same computing unit.

[0370] (1) The time period axis 1410 is the time measurement scale of the clock corresponding to the server where the first virtual element and the second virtual element coexist, including time t1, time t2, and time t3. At time t1, the first virtual element generates a directional virtual event at location A, which is applied to the second virtual element at location B at time t2. At time t2, a feedback event is also generated at location B, and the feedback event is then applied to location A at time t3.

[0371] (2) the virtual event is operated together with the second virtual element at the time and space coordinates of the second virtual element in the next calculation cycle generated to obtain the impact result;

[0372] (3) If the impact result in (2) generates a new virtual event that is fed back to the first virtual element, then in the next calculation cycle, the new virtual event is operated with the first virtual element at the time and space coordinates of the first virtual element to obtain a feedback result.

[0373] (6) Mutual transformation between virtual elements and virtual events

[0374] Optionally, virtual elements can only cross servers or computing units if they are converted into virtual events.

[0375] As shown in FIG15 , a schematic diagram is shown of the rise and fall of a virtual event at the intersection of the map boundary corresponding to the virtual world and the virtual event when the virtual event crosses regions and servers.

[0376] Schematically, virtual elements cannot be converted into virtual events everywhere to prepare for crossing zones and servers. Taking the starting zone and server (the zone and server before the virtual event crosses) as zone and server 1510 and the ending zone and server (the zone and server after the virtual event crosses) as 1520 as examples, the process of converting virtual events into virtual elements is implemented in the following steps.

[0377] (1) The virtual element must first be moved to a specific boundary of the sub-virtual map (the map corresponding to the sub-virtual world) in the server 1510. These locations can be used to transform the virtual element into a virtual event. That is, at a specific location, the process of transforming the virtual element into a virtual event can be realized, and the specific location is usually located at the boundary of the sub-virtual map. Optionally, the specific location can also be realized as other specific points or specific areas in the sub-virtual map, which is not limited in the embodiment of the present application.

[0378] (2) When a virtual element is converted into a virtual event, all the what components of the virtual element are recorded in the what component of the virtual event. The generation rule of the event ID of the virtual event is the same as the rule when the virtual element generates a virtual event.

[0379] (3) The event energy carried by the virtual event converted from the virtual element comes from part or all of the element energy carried by the element. After the conversion, the energy value in the what component of the virtual element is deducted accordingly.

[0380] (4) Schematically, in the scenario of crossing services, since the purpose of converting virtual elements into virtual events is to cross the zone server 1510 and move to other zones servers (such as zone server 1520), the virtual events converted from virtual elements are implemented as directional events. In the next calculation cycle, the generated virtual events begin to cross the current zone server to move to other zones servers indicated by the directional events.

[0381] Optionally, in a scenario spanning different computing units in the same zone and server, the virtual event generated by the virtual element is also implemented as a directional event, and the generated virtual event begins to span the current computing unit to move to other computing units indicated by the directional event.

[0382] (5) When a virtual event crosses a zone or a computing unit, the boundary information of the crossing will be recorded and become part of the crossing trajectory. At the same time, the energy deducted based on the crossing will remain in the computing unit or zone before the crossing.

[0383] In some embodiments, taking the case where a virtual event spans from a starting zone and server to a subsequent zone and server as an example, the process of applying the virtual event in reverse to the virtual elements is as follows.

[0384] (1) The virtual event is received by the termination zone and appears at a specific boundary of the sub-virtual map corresponding to the termination zone, that is, the virtual event crosses to the location of the termination zone.

[0385] (2) The virtual event extracts the virtual element's what component from the what component and uses it as the virtual element's what component. The where component is the coordinates of the specific boundary, and the element ID of the virtual element remains unchanged. In other words, all element properties of the virtual element in the starting zone are inherited by the virtual element generated in the ending zone.

[0386] (3) The crossing process causes the energy of the virtual element to decrease, but the properties remain unchanged. Therefore, game developers can adjust the energy value consumed by the virtual element to create different game experiences.

[0387] The above content introduces the process of virtual elements crossing from the starting area to the ending area in a single crossing mode, wherein the virtual elements need to move to other crossing starting and ending points on the virtual map before continuing the next crossing.

[0388] In an optional embodiment, the virtual element may sequentially span multiple servers in a continuous spanning manner. Schematically, as shown in FIG16 , a schematic diagram is provided of a virtual element spanning multiple intermediate servers in a continuous span until the end server.

[0389] In schematic form, considering that the zones (or computing units) are in different locations at the same time, the relativistic effect cannot be ignored. Therefore, after the virtual element reaches the intermediate zone, the movement of the virtual element in the intermediate zone cannot be completed instantly.

[0390] For example: the starting server is server 1610, the middle server is server 1620, and the ending server is server 1630. After the virtual event is generated from server 1610, when the virtual event terminates the specific point indicated by server 1610, it crosses to server 1620. The specific point 1 of server 1620 is used to receive virtual events sent from server 1610. Since the specific point 2 of server 1620 is the specific point for sending virtual events to server 1630, if the virtual event needs to be transferred from server 1620 to server 1630, the virtual event needs to be sent to server 1630 only when the virtual event terminates the specific point 2 of server 1620.

[0391] In some embodiments, due to the tediousness of the above process, when achieving continuous server crossing, the virtual event is not sent to a specific point of the sub-virtual map corresponding to the server, but is directly handed over to the crossing management module in the server.

[0392] Among them, the crossing management module is used to manage the continuous crossing process.

[0393] Indicatively, the crossing management module in the zone server deducts energy from the virtual event and continues to pass it on to the next designated zone server until the crossing end condition is met. Only then will the crossing management module select the corresponding crossing start and end points to convert the virtual event back into virtual elements.

[0394] It is worth noting that there is no fundamental contradiction between the two options mentioned above. Instead, they are two options for operating the virtual world, which can coexist, thus providing more possible gameplay for the virtual world.

[0395] Indicatively, a crossing management module is set up in the zone and server. When a virtual event is realized as a single crossing process when crossing the zone and server, the crossing management module is not started, and the transmission process of the virtual event is realized by triggering the virtual event at a specific point in the virtual map; when the virtual event is realized as a continuous crossing process when crossing the zone and server, the crossing management module is started, thereby realizing the transmission process of the virtual event with the help of the crossing management module; or, a crossing management module is set up in the zone and server. Regardless of whether the virtual event is realized as a single crossing process or a continuous crossing process when crossing the zone and server, the transmission process of the virtual event is realized with the help of the crossing management module; or, regardless of whether the virtual event is realized as a single crossing process or a continuous crossing process when crossing the zone and server, the transmission process of the virtual event is realized by triggering the virtual event at a specific point in the virtual map, etc.

[0396] It should be noted that the above are merely illustrative examples and are not limited to the embodiments of the present application.

[0397] In summary, by converting the elemental energy of virtual elements into the energy required to generate virtual events, the conservation of energy in the virtual world can be maintained, avoiding the tediousness of simply having the server itself handle various events and the problem of large processing volume. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, it reduces the inefficiency of data processing and greatly improves the stability of the game.

[0398] In this embodiment, energy consumption rules are used to limit the virtual world, effectively balancing player and environmental values ​​within the virtual world. This can largely avoid problems such as value imbalances and inconsistent settings in traditional games. Under these constraints, the computing power consumption of running the virtual world is controlled, and the game's stability is improved.

[0399] Please refer to FIG17 , which shows a block diagram of a virtual world operation device provided by an exemplary embodiment of the present application. The device includes the following modules:

[0400] Receiving module 1710, configured to receive an event generation instruction for a first virtual element, the event generation instruction being configured to consume first element energy of the first virtual element and generate a virtual event, the first virtual element being an element constituting the virtual world, the virtual event being an event unit running in the virtual world, and the virtual elements in the virtual world achieving energy interaction through the virtual event;

[0401] A consumption module 1720 is configured to consume sub-energy required to complete the virtual event in the first element energy based on the event generation instruction;

[0402] The generating module 1730 is configured to generate the virtual event based on the element sub-energy.

[0403] In an optional embodiment, the consumption module 1720 is also used to determine the event type based on the event generation instruction, and the event type is used to characterize the type of the virtual event generated as instructed by the event generation instruction; in response to the event type being a first event type, the first sub-energy required to complete the virtual event in the first element energy is consumed, and the first event type is used to consume the first sub-energy, and the first sub-energy is used to represent a first quantity of element sub-energy.

[0404] In an optional embodiment, the consumption module 1720 is also used to consume the second sub-energy required to complete the virtual event in the first element energy in response to the event type being a second event type, the second event type being used to consume the second sub-energy, the second sub-energy being used to represent a second amount of element sub-energy, and the second event type being different from the first event type.

[0405] In an optional embodiment, the generation module 1730 is also used to generate the virtual event from the element sub-energy consumed by the first virtual element; or, determine the event energy corresponding to the virtual event, and the event energy is less than the element sub-energy; use the difference between the element sub-energy and the event energy as the event propulsion energy to generate the virtual event, and the event propulsion energy is used to generate the virtual event.

[0406] In an optional embodiment, the virtual event is implemented as at least two virtual sub-events;

[0407] The generation module 1730 is also used to determine the required energy required to generate the at least two virtual sub-events respectively, wherein at least two required energies constitute the element sub-energy; allocate the element sub-energy based on the required energy corresponding to the at least two virtual sub-events respectively, and obtain an allocation result, which is used to represent the numerical result of the sub-energy allocated to the virtual sub-event; and generate the at least two virtual sub-events based on the allocation result.

[0408] In an optional embodiment, the server for deploying the virtual world includes multiple zone servers, each of which is used to manage at least one virtual element;

[0409] The generating module 1730 is further configured to generate the virtual event in a first server among the multiple servers in response to the first virtual element targeted by the event generating instruction being managed by the first server.

[0410] In an optional embodiment, at least one of the multiple servers includes multiple computing units, and the computing units are used to manage at least one virtual element in the server.

[0411] The generating module 1730 is further configured to generate the virtual event in a first computing unit among the plurality of computing units in response to the first virtual element targeted by the event generating instruction being managed by the first computing unit.

[0412] As shown in FIG18 , in an optional embodiment, the virtual event includes a one-way transmission event, which is an event with a single propagation direction;

[0413] The device further comprises:

[0414] Action module 1740 is used to determine the second virtual element targeted by the virtual event, where the second virtual element is used to represent the virtual element receiving the virtual event; and apply event energy corresponding to the virtual event to the second virtual element, where the event energy is energy obtained based on the conversion of the element sub-energy.

[0415] In an optional embodiment, the action module 1740 is also used to apply the event energy to the second virtual element in response to the event energy corresponding to the virtual event reaching a preset trigger threshold for triggering the second virtual element, and the preset trigger threshold is the threshold condition for triggering the second virtual element to receive the event energy.

[0416] In an optional embodiment, the second virtual element corresponds to the second element energy before being affected by the virtual event;

[0417] The action module 1740 is also used to convert the event energy corresponding to the virtual event into the element energy of the second virtual element to obtain the second virtual element with a third element energy, where the third element energy is the sum of the event energy and the second element energy; or, determine the first event sub-energy consumed in the process of the virtual event reaching the second virtual element, where the first event sub-energy is less than the event energy; determine the difference between the event energy and the first event sub-energy to obtain the second event sub-energy; convert the second event sub-energy into the element energy of the second virtual element to obtain the second virtual element with a fourth element energy, where the fourth element energy is the sum of the second event sub-energy and the second element energy.

[0418] In an optional embodiment, the server for deploying the virtual world includes multiple zone servers, each of which is used to manage at least one virtual element;

[0419] The virtual element is represented by an element vector, which is composed of at least one of an element attribute component, an element server component, an element position component, and an element time component; the element attribute component is used to characterize the element attribute of the virtual element, the element server component is used to characterize the server where the virtual element is located, the element position component is used to characterize the location information of the virtual element in the server where it is located, and the element time component is used to characterize the time information of the virtual element in the server where it is located;

[0420] The virtual event is represented by an event vector, which is composed of at least one of an event attribute component, an event zone component, an event location component and an event time component; the event attribute component is used to characterize the event attribute of the virtual event, the event zone component is used to characterize the zone where the virtual event is located, the event location component is used to characterize the location information of the virtual event in the zone where it is located, and the event time component is used to characterize the time information of the virtual event in the zone where it is located.

[0421] In an optional embodiment, the element vector consists of an element position component and an element time component, and the event vector consists of an event position component and an event time component;

[0422] The action module 1740 is also used to determine the event position component and event time component corresponding to the virtual event, and determine the element position component and element time component corresponding to the second virtual element in response to the first virtual element and the second virtual element being managed by the first zone server among the multiple zones and servers; in response to the event position component and the element position component being the same, and the event time component and the element time component being the same, apply the event energy corresponding to the virtual event to the second virtual element.

[0423] In an optional embodiment, the element attribute component includes the element energy corresponding to the virtual element, and the event attribute component includes the event energy corresponding to the virtual event;

[0424] The action module 1740 is further configured to adjust the element attribute component of the second virtual element with the event energy corresponding to the virtual event; or adjust the element position component of the second virtual element with the event energy corresponding to the virtual event.

[0425] In an optional embodiment, the virtual event includes a diffusion event;

[0426] The action module 1740 is also used to broadcast the event energy corresponding to the virtual event to obtain multiple event sub-energies, and the multiple event sub-energies correspond to different position components; in response to the presence of a third virtual element at the position indicated by the position component of the third event sub-energy, the third event sub-energy is applied to the third virtual element, and the third event sub-energy is an event sub-energy among the multiple event sub-energies.

[0427] In an optional embodiment, the generation module 1730 is also used to determine the energy requirement value required to complete the virtual event based on the event generation instruction; in response to the energy requirement value being not greater than the first element energy, consume the element sub-energy required to complete the virtual event in the first element energy; in response to the energy requirement value being greater than the first element energy, stop consuming the first element energy based on the event generation instruction.

[0428] In an optional embodiment, the receiving module 1710 is further used to receive the event generation instruction sent by the terminal, where the event generation instruction is an instruction generated by the terminal based on the received event generation operation; wherein the event generation operation is used to trigger the first virtual element.

[0429] In summary, by converting the elemental energy of virtual elements into the energy required to generate virtual events, the conservation of energy in the virtual world can be maintained, avoiding the tediousness of simply having the server itself handle various events and the problem of large processing volume. Through the virtual world's own energy maintenance and conversion process, while improving the realism of the game, it reduces the inefficiency of data processing and greatly improves the stability of the game.

[0430] It should be noted that the virtual world operating device provided in the above embodiments is merely an example of the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. Furthermore, the virtual world operating device provided in the above embodiments and the virtual world operating method embodiments are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be repeated here.

[0431] Figure 19 shows a schematic diagram of the structure of a server provided by an exemplary embodiment of the present application, which specifically includes the following structure.

[0432] Server 1900 includes a central processing unit (CPU) 1901, a system memory 1904 including a random access memory (RAM) 1902 and a read-only memory (ROM) 1903, and a system bus 1905 connecting system memory 1904 and CPU 1901. Server 1900 also includes a mass storage device 1906 for storing an operating system 1913, application programs 1914, and other program modules 1915.

[0433] The mass storage device 1906 is connected to the central processing unit 1901 through a mass storage controller (not shown) connected to the system bus 1905 .

[0434] Without loss of generality, computer-readable media may include computer storage media and communication media. According to various embodiments of the present application, the server 1900 may also be connected to a remote computer on a network such as the Internet for operation. In other words, the server 1900 may be connected to the network 1912 via a network interface unit 1911 connected to the system bus 1905, or the network interface unit 1911 may be used to connect to other types of networks or remote computer systems (not shown).

[0435] The memory also includes one or more programs, which are stored in the memory and configured to be executed by the CPU.

[0436] Embodiments of the present application also provide a computer device comprising a processor and memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, which is loaded and executed by the processor to implement the virtual world operation methods provided in the aforementioned method embodiments. Optionally, the computer device may be a terminal or a server.

[0437] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the virtual world operation method provided by the above-mentioned method embodiments.

[0438] Embodiments of the present application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual world operation method described in any of the above embodiments.

[0439] Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disc.

[0440] Those skilled in the art will appreciate that all or part of the steps in the above embodiments may be implemented by hardware or by programs instructing the relevant hardware to perform the steps. The programs may be stored in a computer-readable storage medium, such as a read-only memory, a magnetic disk, or an optical disk. The above are merely optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included within the scope of protection of the present application.

Claims

1. A method for operating a virtual world, executed by a computer device, the method comprising: receiving an event generation instruction for a first virtual element, the event generation instruction being used to consume first element energy of the first virtual element and generate a virtual event, the first virtual element being an element constituting the virtual world, the virtual event being an event unit running in the virtual world, and the virtual elements in the virtual world realizing energy interaction through the virtual event; Consume element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction; The virtual event is generated based on the elemental sub-energy.

2. The method according to claim 1, wherein: The step of consuming the element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction includes: Determine an event type based on the event generation instruction, where the event type is the type of the virtual event generated as instructed by the event generation instruction; In response to the event type being a first event type, a first sub-energy required to complete the virtual event in the first element energy is consumed, the first event type is used to consume the first sub-energy, and the first sub-energy is used to represent a first amount of element sub-energy.

3. The method according to claim 2, wherein: The method further comprises: In response to the event type being a second event type, a second sub-energy required to complete the virtual event in the first element energy is consumed, the second event type is used to consume the second sub-energy, the second sub-energy is used to represent a second amount of element sub-energy, and the second event type is different from the first event type.

4. The method according to any one of claims 1 to 3, wherein: The generating the virtual event based on the element sub-energy comprises: generating the virtual event by the element sub-energy consumed by the first virtual element; or, Determine the event energy corresponding to the virtual event, wherein the event energy is less than the element sub-energy; use the difference between the element sub-energy and the event energy as event propulsion energy to generate the virtual event, and the event propulsion energy is used to generate the virtual event.

5. The method according to any one of claims 1 to 4, wherein: The virtual event is implemented as at least two virtual sub-events; The generating the virtual event based on the element sub-energy comprises: Determine the required energy required to generate the at least two virtual sub-events respectively, wherein at least two required energies constitute the element sub-energy; Allocating the element sub-energy based on the required energy corresponding to the at least two virtual sub-events respectively to obtain an allocation result, wherein the allocation result is used to represent a numerical result of the sub-energy allocated to the virtual sub-event; The at least two virtual sub-events are generated based on the allocation result.

6. The method according to any one of claims 1 to 5, wherein: The server for deploying the virtual world includes a plurality of zone servers, each of which is used to manage at least one virtual element; The method further comprises: In response to the first virtual element targeted by the event generation instruction being managed by a first server among the multiple servers, the virtual event is generated in the first server.

7. The method according to claim 6, wherein: At least one of the multiple servers includes multiple computing units, and the computing units are used to manage at least one virtual element in the server; The method further comprises: In response to the first virtual element targeted by the event generation instruction being managed by a first computing unit among the plurality of computing units, the virtual event is generated within the first computing unit.

8. The method according to any one of claims 1 to 7, wherein: The virtual event includes a one-way transmission event, which is an event with a single propagation direction; After generating the virtual event based on the element sub-energy, the method further includes: Determining a second virtual element targeted by the virtual event, the second virtual element being used to represent a virtual element receiving the virtual event; The event energy corresponding to the virtual event is applied to the second virtual element, wherein the event energy is energy obtained by converting the element sub-energy.

9. The method according to claim 8, wherein: The applying the event energy corresponding to the virtual event to the second virtual element comprises: In response to the event energy corresponding to the virtual event reaching a preset triggering threshold for triggering the second virtual element, the event energy is applied to the second virtual element, and the preset triggering threshold is a threshold condition for triggering the second virtual element to receive the event energy.

10. The method according to claim 8, wherein: The second virtual element corresponds to a second element energy before the event energy is applied; The applying the event energy corresponding to the virtual event to the second virtual element comprises: Converting the event energy corresponding to the virtual event into the element energy of the second virtual element to obtain the second virtual element having a third element energy, where the third element energy is the sum of the event energy and the second element energy; or, Determine a first event sub-energy consumed in the process of the virtual event reaching the second virtual element, the first event sub-energy being less than the event energy; determine the difference between the event energy and the first event sub-energy to obtain a second event sub-energy; convert the second event sub-energy into element energy of the second virtual element to obtain a fourth element energy for the second virtual element, the fourth element energy being the sum of the second event sub-energy and the second element energy.

11. The method according to claim 8, wherein: The server for deploying the virtual world includes a plurality of zone servers, each of which is used to manage at least one virtual element; The virtual element is represented by an element vector, and the element vector is composed of at least one of an element attribute component, an element zone component, an element position component, and an element time component; the element attribute component is used to characterize the element attribute of the virtual element, the element zone component is used to characterize the zone where the virtual element is located, the element position component is used to characterize the position information of the virtual element in the zone where the virtual element is located, and the element time component is used to characterize the time information of the virtual element in the zone where the virtual element is located; The virtual event is represented by an event vector, which consists of at least one of an event attribute component, an event zone component, an event position component and an event time component; the event attribute component is used to characterize the event attribute of the virtual event, the event zone component is used to characterize the zone where the virtual event is located, the event position component is used to characterize the location information of the virtual event in the zone where it is located, and the event time component is used to characterize the time information of the virtual event in the zone where it is located.

12. The method according to claim 11, wherein: The element vector is composed of an element position component and an element time component, and the event vector is composed of an event position component and an event time component; The applying the event energy corresponding to the virtual event to the second virtual element comprises: In response to the first virtual element and the second virtual element being managed by a first server among the multiple servers, determining an event position component and an event time component corresponding to the virtual event, and determining an element position component and an element time component corresponding to the second virtual element; In response to the event position component being the same as the element position component, and the event time component being the same as the element time component, applying event energy corresponding to the virtual event to the second virtual element.

13. The method according to claim 11, wherein: The element attribute component includes the element energy corresponding to the virtual element, and the event attribute component includes the event energy corresponding to the virtual event; The applying the event energy corresponding to the virtual event to the second virtual element comprises: adjusting the element attribute component of the second virtual element according to the event energy corresponding to the virtual event; or, The element position component of the second virtual element is adjusted according to the event energy corresponding to the virtual event.

14. The method according to any one of claims 1 to 13, wherein: The virtual events include diffusion events; After generating the virtual event based on the element sub-energy, the method further includes: Broadcasting the event energy corresponding to the virtual event to obtain a plurality of event sub-energies, wherein the plurality of event sub-energies correspond to different position components; In response to a third virtual element existing at a position indicated by a position component of a third event sub-energy, applying the third event sub-energy to the third virtual element, the third event sub-energy being an event sub-energy among the plurality of event sub-energies.

15. The method according to any one of claims 1 to 14, wherein: The method further comprises: Based on the event generation instruction, determining an energy requirement value required to complete the virtual event; In response to the energy demand value being not greater than the first element energy, consuming the element sub-energy required to complete the virtual event in the first element energy; In response to the energy demand value being greater than the first element energy, consuming the first element energy based on the event generation instruction is stopped.

16. The method according to any one of claims 1 to 15, wherein: The receiving an event generation instruction for a first virtual element includes: Receiving the event generation instruction sent by the terminal, where the event generation instruction is an instruction generated by the terminal based on the received event generation operation; The event generation operation is used to trigger the first virtual element.

17. A device for operating a virtual world, the device comprising: a receiving module, configured to receive an event generation instruction for a first virtual element, wherein the event generation instruction is used to consume first element energy of the first virtual element and generate a virtual event, wherein the first virtual element is an element constituting the virtual world, the virtual event is an event unit running in the virtual world, and the virtual elements in the virtual world realize energy interaction through the virtual event; A consumption module, configured to consume element sub-energy required to complete the virtual event in the first element energy based on the event generation instruction; A generation module is used to generate the virtual event based on the element sub-energy.

18. A computer device, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for operating a virtual world as claimed in any one of claims 1 to 16.

19. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the method for operating a virtual world as claimed in any one of claims 1 to 16.

20. A computer program product, comprising computer instructions, wherein when the computer instructions are executed by a processor, the method for operating a virtual world according to any one of claims 1 to 16 is implemented.

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