Interaction control method and apparatus in game and electronic device

By responding to the virtual character selection operation in the game, obtaining the battle information and generating game behavior guidance information, solving the problem of inconvenient information exchanges between teammates, and improving the efficiency of command and player experience.

WO2025020814A1PCT designated stage expired Publication Date: 2025-01-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/101393
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-07-21
Filing Date
2024-06-25
Publication Date
2025-01-30

AI Technical Summary

Technical Problem

During the game game, information exchange between teammates is inconvenient, resulting in low command efficiency and affecting the game experience.

Method used

By selecting the virtual character in the battle camp, the target virtual role is determined, the current battle information is obtained, the game behavior guidance information for the target virtual character is generated, and the behavior indicator of the behavior is displayed to assist the player for accurate command.

Benefits of technology

It improves the efficiency of command, improves the player experience, reduces the dependence of typing or voice communication, and enhances the strategic and interesting of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

An interaction control method and apparatus in a game, and an electronic device. The method comprises: in response to a selection operation for virtual characters in battle camps, determining a target virtual character, wherein the battle camps comprise our camp and the enemy camp (S102); acquiring current battle information of the battle camps, and on the basis of the battle information and the camp to which the selected target virtual character belongs, generating game behavior guidance information for the target virtual character (S104); and displaying a behavior indication identifier, the behavior indication identifier being used for indicating the game behavior guidance information (S106). The game behavior guidance information for the selected target virtual character is generated on the basis of the current battle information of the battle camps, so as to assist a player in performing relatively accurate commanding, thereby improving the commanding efficiency, and improving the experience of the user.
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Description

Interactive control method, device and electronic device in game

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202310899955.4, filed on July 21, 2023, entitled “Interactive Control Method, Device and Electronic Device in Games”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of game technology, and in particular to an interactive control method in a game, an interactive control device in a game, a machine-readable storage medium, and an electronic device. Background Art

[0004] During some game matches, teammates on the same side often need to develop specific strategies and cooperate with each other to defeat the enemy side, achieve the game objective first, and win the game. During the game, players often need to integrate the current game scene's battle information and provide other players on the same side with suggestions for the next step. However, due to the limited understanding of the battle information, the suggestions provided by players are often quite limited, resulting in a low win rate and a negative impact on the player's gaming experience.

[0005] Summary of the Invention

[0006] In view of this, the purpose of the present disclosure is to provide an interactive control method in a game, an interactive control device in a game, a machine-readable storage medium and an electronic device, so as to achieve more accurate command, improve command efficiency and enhance player experience.

[0007] A first aspect of an embodiment of the present disclosure provides an interactive control method in a game, the method comprising: responding to a selection operation on a virtual character in an opposing camp, determining a target virtual character, wherein the opposing camp includes an ally and an enemy camp; obtaining current battle information of the opposing camp, and generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs; and displaying a behavior indication mark, wherein the behavior indication mark is configured to execute the indicated game behavior guidance information.

[0008] A second aspect of an embodiment of the present disclosure provides an interactive control device in a game, the device comprising: a target virtual character determination module, configured to execute a response to a selection operation on a virtual character in an opposing camp, and determine the target virtual character, wherein the opposing camp includes an ally and an enemy camp; a game behavior guidance information generation module, configured to execute acquisition of current battle information of the opposing camp, and generate game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs; a behavior indication mark display module, configured to execute display of a behavior indication mark, wherein the behavior indication mark is configured to execute indication of the game behavior guidance information.

[0009] A third aspect of an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interactive control method in the game described in the first aspect above.

[0010] A fourth aspect of an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the game described in the first aspect above.

[0011] The embodiments of the present disclosure bring the following beneficial effects:

[0012] The interactive control method, device, and electronic device described above for a game determine the target virtual character in response to a selection operation for a virtual character in an opposing camp, where the opposing camp includes both the player and the enemy camp. The method obtains current battle information for the opposing camp and, based on the battle information and the camp to which the selected target virtual character belongs, generates game behavior guidance information for the target virtual character. Finally, a behavior indicator is displayed, which indicates the game behavior guidance information. This method generates game behavior guidance information for the selected target virtual character based on the opposing camp's current battle information, assisting the player in making more precise commands, improving command efficiency and enhancing the player experience.

[0013] Other features and advantages of the present disclosure will be described in the following description, and in part will become apparent from the description, or understood by practicing the present disclosure. The objectives and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0014] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0016] FIG1 is a flowchart of an interactive control method in a game provided by one of the embodiments of the present disclosure;

[0017] FIG2 is a schematic diagram of a graphical user interface displaying an information sending control provided by one of the embodiments of the present disclosure;

[0018] FIG3 is a schematic diagram of a graphical user interface displaying a behavior route indicator provided by one of the embodiments of the present disclosure;

[0019] FIG4 is a schematic diagram of a graphical user interface displaying a behavior indication mark provided by one of the embodiments of the present disclosure;

[0020] FIG5 is a schematic diagram of another graphical user interface displaying a behavior indication mark provided by one of the embodiments of the present disclosure;

[0021] FIG6 is a schematic diagram of a graphical user interface displaying a chat window provided by one of the embodiments of the present disclosure;

[0022] FIG7 is a schematic diagram of another graphical user interface displaying a chat window provided by one of the embodiments of the present disclosure;

[0023] FIG8 is a schematic structural diagram of an interactive control device in a game provided by one of the embodiments of the present disclosure;

[0024] FIG9 is a schematic structural diagram of an electronic device provided in accordance with one of the embodiments of the present disclosure.

[0025] Icons: 301 - first behavior indicator; 302 - second behavior indicator; 303 - behavior route indicator; 401 - behavior type label; 601 - role identifier of character 1; 601' - role identifier of character 2; 601" - role identifier of character 3. DETAILED DESCRIPTION

[0026] To make the purpose, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of them. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present disclosure.

[0027] As the complexity of game combat increases, communication between teammates becomes increasingly essential. During gameplay, the following communication scenarios often occur: commanding teammate A to do something; commanding A to tell B to do something; commanding A and B to tell C to do something, etc. These exchanges require players to type or communicate by voice, which is quite inconvenient.

[0028] Information exchange between teammates is crucial to the success of a battle. In related technologies, this is typically achieved through the following methods:

[0029] 1. Text chat: Players communicate by inputting text, but in tense battles, a lot of information needs to be input, which can easily distract attention and lead to operational errors.

[0030] 2. Voice chat: Players communicate through voice, which can convey information more quickly and directly. However, voice chat has problems such as noise interference and poor voice quality. Players also need to be equipped with equipment such as microphones and headphones.

[0031] 3. Long-press to select commands: The game has some simple built-in commands (such as attack, defense, and health recovery). Players can transmit commands by long-pressing the corresponding unit, and the command text will appear on the corresponding unit. However, these commands often cannot meet the needs of complex combat and cannot achieve one-to-one information exchange.

[0032] Based on this, the embodiments of the present disclosure provide an interactive control method in a game, an interactive control device in a game, a machine-readable storage medium, and an electronic device. This technology can be applied to various game scenarios for battles.

[0033] In one embodiment of the present disclosure, the interactive control method in a game can be run on a local terminal device or a server. When the interactive control method in a game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0034] In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the interactive control methods in the game are completed on the cloud gaming server. The client device is configured to perform data reception and transmission and game screen presentation. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.

[0035] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0036] Referring to FIG1 , an interactive control method in a game provided by an embodiment of the present disclosure is first introduced. The method comprises the following steps:

[0037] Step S102 , responding to a selection operation on a virtual character in an opposing camp, and determining a target virtual character, wherein the opposing camp includes an ally camp and an enemy camp.

[0038] The aforementioned selection operation can be a designated touch operation for the virtual character displayed in the scene, such as a click operation, a long press operation, a double-click operation, etc. It is worth noting that the designated touch operation needs to be distinguished from the touch operations that have been set for other functions. A target selection control can also be set in the graphical user interface. After triggering the target selection control, by clicking on the virtual character, the control is triggered again to confirm that the selected virtual character is the target virtual character. The specific implementation method of the aforementioned selection operation can be set based on needs and is not set here.

[0039] During a game, the game scene typically includes virtual characters from each opposing camp. The "own camp" can be considered the camp where the virtual character controlled by the current player resides, while the "opposing camp" typically competes with or is in a rivalry with the "own camp." Multiple virtual characters in the "own camp" can be controlled by the same player or by different players, depending on the specific role and is not a limitation here. Based on a selection operation, the target virtual character can be either a virtual character in the own camp or a virtual character in the opposing camp. In a specific implementation, a selection operation can be performed on multiple virtual characters, thereby identifying multiple virtual characters as target virtual characters. In this case, the target virtual characters can include both virtual characters in the own camp and virtual characters in the opposing camp.

[0040] Step S104: obtaining the current battle information of the battle camp, and generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs.

[0041] The above-mentioned battle information may include the game map information of the current game, the attribute information of the virtual characters in the battle camp, such as attack attributes, defense attributes, speed attributes, etc., and the status information of the virtual characters in the game, such as current health points, skill release status, etc.

[0042] Based on the aforementioned match information, the game behavior associated with the target virtual character can be predicted. The specific prediction process can be implemented using a game behavior prediction model established based on an artificial intelligence algorithm. This game behavior prediction model typically requires training with a large amount of game match information. The game behavior prediction model can be established based on artificial intelligence algorithms such as neural networks and deep learning. The game behavior prediction model processes the match information in the first game scene, globally analyzing the direction of the game match, thereby predicting the game behavior associated with the target virtual character and generating corresponding game behavior guidance information.

[0043] Game behavior guidance information typically describes the required game behaviors. Game behaviors typically include the behavior performer and the behavior performer. The behavior performer is required to apply the corresponding game behavior to the behavior performer. In games, game behaviors often include attacking behaviors, healing behaviors, etc. The specific behavior can be set according to different game settings and is not limited here.

[0044] In the game behavior corresponding to the game behavior guidance information, the target virtual character can be the behavior executor in the game behavior, or the behavior executor in the game behavior. When the target virtual characters include multiple, some of the virtual characters can be behavior executors, and the other part can be behavior executors. For example, when the target virtual character is in our camp, the target game behavior is for the target virtual character to attack the big monster, then the target virtual character is the behavior executor; when the target game behavior is for the target virtual character to release a healing skill on itself, it can be considered that the target virtual character is both the behavior executor and the behavior executor; when the target virtual character is in the enemy camp, the game behavior corresponding to the game behavior guidance information is for the virtual character in our camp to attack the target virtual character, then the target virtual character is the behavior executor of the game behavior. When the target virtual characters include character 1 and character 2, the game behavior corresponding to the game behavior guidance information is character 1 attacking character 2, then character 1 is the behavior executor, and character 2 is the behavior executor.

[0045] Step S106: displaying a behavior indication mark, where the behavior indication mark is used to indicate game behavior guidance information.

[0046] When displaying behavior indicators, if there are multiple pieces of game behavior guidance information, a corresponding behavior indicator can be displayed for each piece of game behavior guidance information. As shown in Figure 2, in Figure 2, character A is the target virtual character, and character B is the controlled virtual character. In specific implementations, the behavior indicator can be displayed at a designated location on the target virtual character. As shown in Figure 2, the first behavior indicator and the second behavior indicator are displayed at the top of character A; the behavior indicator can also be displayed in a fixed area. The specific display location can be set according to needs and is not limited here.

[0047] The behavior indicator usually needs to display information about the target virtual character, which can be the name and avatar of the target virtual character, etc., and display information about the type of game behavior that needs to be performed, which can be the name and identification icon of the game behavior. For example, if the game behavior guidance information is "Virtual character 1 and virtual character 2 go to attack the big monster", the corresponding behavior indicator can display the text "11, 22, you go to attack the big monster". Specifically, the language commonly used in the game can be used. The player's chat information can also be collected to generate display content that conforms to the player's chat habits. After viewing the behavior indicator, the player can clearly understand the game behavior that needs to be controlled by the target virtual character, or should inform other players that they need to control the game behavior of the target virtual character.

[0048] The interactive control method described above for a game involves responding to a selection operation for a virtual character in an opposing camp, determining a target virtual character, where the opposing camp includes both the player's camp and the enemy camp; obtaining current battle information for the opposing camp, and generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs; and displaying a behavior indicator, which indicates the game behavior guidance information. This method generates game behavior guidance information for the selected target virtual character based on the opposing camp's current battle information, assisting the player in making more precise commands, improving command efficiency, and enhancing the player experience.

[0049] The following embodiment provides a method for determining a target virtual character in response to a selection operation on a virtual character in a battle camp.

[0050] There are usually multiple virtual characters in a battle camp. In specific implementations, a player can perform a designated touch operation, such as a long press or double-click, on one or more virtual characters. The virtual character subjected to the touch operation can be referred to as the first character. In response to the designated touch operation performed on the first character among the multiple virtual characters, the first character is determined as the target virtual character.

[0051] In a specific implementation, a target selection control can be provided in a graphical user interface. A player can perform a sliding operation with the target selection control as a starting point. In response to the sliding operation with the target selection control as a starting point, the touch point of the sliding operation can be monitored. In response to the touch point being released in the display area of ​​a virtual character among multiple virtual characters, that virtual character can be determined as the target virtual character. When selecting multiple virtual characters, the virtual character that the touch point passes through during the sliding operation can be determined as the target virtual character. The specific configuration can be determined based on needs and is not limited here.

[0052] The following embodiment provides an implementation method for generating game behavior guidance information for a target virtual character based on battle information and the camp to which the selected target virtual character belongs.

[0053] In specific implementation, a preset game behavior prediction model can be used to generate game behavior guidance information for the target virtual character based on battle information and the camp to which the selected target virtual character belongs; wherein the game behavior prediction model is established based on an artificial intelligence algorithm.

[0054] The aforementioned game behavior prediction model can also be called an AI model, and is trained in the following ways:

[0055] 1. Data Collection: Data collection is the first step in training AI models. We need to collect a large amount of game data, including game maps, hero attributes, skill effects, combat records, etc. This data can be obtained from game servers, game software, game communities, and other channels.

[0056] These game data within a game may have cross-influences. For example, it can be identified that the skill effect of a certain assassin hero causes the highest damage to heroes with fragile attributes, or the health and position of some players on the side that obtained the dragon in this game, etc. These data all need to be obtained and collected.

[0057] 2. Data Preprocessing: Collected game data requires preprocessing before it can be used to train AI models. Specifically, this involves data cleaning, data labeling, and data conversion. For example, game maps can be converted into image format, and hero attributes and skill effects can be converted into numerical values. These tasks can be performed using programming languages ​​such as Python and related tool libraries.

[0058] Game maps are two-dimensional or three-dimensional spatial structures, and images are also two-dimensional data structures. The two have certain similarities. Therefore, game maps can be converted into image formats and analyzed and processed using computer vision techniques, for example, for tasks such as object detection and image recognition.

[0059] Hero attributes and skill effects involve different data types, such as numbers and text. These data types need to be converted and unified before data analysis and processing can be performed. For example, hero attributes and skill effects can be converted into numerical format and analyzed and predicted using techniques such as mathematical modeling and statistical analysis.

[0060] Using image and numerical formats can unify the format of game data, making it easier for AI models to learn and process, thereby better understanding game rules and patterns and improving their accuracy and usability.

[0061] 3. Model selection: Choosing the right AI model is crucial, as different games and tasks require different models. For example, in MOBA (Multiplayer Online Battle Arena) games, models such as convolutional neural networks and recurrent neural networks can be used to process and predict data such as game maps, hero attributes, and skill effects. Deep learning frameworks such as TensorFlow and PyTorch can be used to build these models.

[0062] 4. Model Training: After data preprocessing and model selection, model training can begin. This process requires significant computing resources and time. Training can be performed using cloud computing platforms or self-built servers. During training, appropriate parameters and hyperparameters must be set, and debugging and optimization must be performed.

[0063] 5. Model Validation: Trained models need to be validated and tested to ensure their accuracy and usability. A portion of the data can be used as validation and test sets to evaluate and validate the model. Model adjustments and optimization are also necessary.

[0064] 6. Model Deployment: After verification and testing, the model can be deployed in the actual game. Using programming languages ​​like Python, the model can be integrated into the game client or server. In the actual game, the model can be used to analyze and recommend player voice commands and game status, helping players better complete game tasks.

[0065] The following embodiment provides an implementation method for displaying a behavior indicator.

[0066] Since the behavior indication identifier is used to indicate the game behavior guidance information, in order to enable players to understand the game behavior guidance information when viewing the behavior indication identifier, the behavior indication identifier usually includes a behavior role identifier and a behavior type, wherein the behavior role identifier at least includes a target virtual character, such as the name, avatar or other identifier that can uniquely represent the target virtual character.

[0067] When multiple game behavior guidance messages are included, the corresponding behavior indicators for each of the multiple game behavior guidance messages need to be displayed. As shown in Figure 3, 301 represents the first behavior indicator, corresponding to the game behavior guidance message: Character 1 and Character 2 attack Character 3; 302 represents the second behavior indicator, corresponding to the game behavior guidance message: Character 2 recovers health. In a specific implementation, to help players more clearly understand the game behavior guidance message corresponding to each behavior indicator, when a player triggers a behavior indicator for the first time, the corresponding behavior performer, behavior target, and behavior route can be displayed to the player. Specifically, in response to a selection operation for a target behavior indicator within the behavior indicator, a behavior route indicator is displayed at the associated location of the virtual character corresponding to the behavior character indicator in the game scene. The behavior route indicator points from the behavior performer in the behavior character indicator to the behavior target. As shown in Figure 3, the behavior route indicator points from the behavior performer in the target game behavior corresponding to the first information sending control to the behavior target or target scene location. In Figure 3, Characters 1 and 2 are the behavior performers, and Character 3 is the behavior target. The dotted line and the arrow above the dotted line represent behavior route indicator 303. In specific implementation, there is a situation where the target game behavior has no behavior execution object, but corresponds to a specific target scene location. In this case, the behavior route indicator can point to the target scene location.

[0068] After the player performs the guidance information confirmation operation, in response to the guidance information confirmation operation, the game behavior guidance information can be sent to the terminal device corresponding to the virtual character in our camp. The above-mentioned guidance information confirmation operation can be a trigger operation such as long pressing or double-clicking on the behavior indicator. In combination with the situation where the behavior route indicator is displayed after the above-mentioned behavior indicator is triggered, a confirmation control can be displayed after the behavior indicator is triggered. If the player triggers the confirmation control, it can be considered that the guidance information confirmation operation has been performed. The above-mentioned game behavior guidance information usually needs to be sent to the terminal device of the target virtual character corresponding to the person who controls the behavior. As shown in Figure 3, the game behavior guidance information needs to be sent to the terminal device that controls Character 1 and Character 2. Character 1 and Character 2 can be controlled by different terminal devices or by the same terminal device. The specific setting is based on the game requirements and is not limited here.

[0069] If the player is not satisfied with the behavior route corresponding to the current behavior indicator, he can click other areas in the graphical user interface. In response to the click operation on the interface area other than the behavior indicator in the graphical user interface, the display of the behavior route indicator can be canceled and the trigger state of the corresponding behavior indicator can be canceled.

[0070] At the same time, a behavior type label can also be displayed at a designated location on the behavior route indicator. The behavior type label is used to indicate the behavior type of the game behavior indicated by the game behavior guidance information. When displaying a behavior route indicator or behavior type label, the display format of the behavior route indicator or behavior type label can be determined based on the behavior type in the target behavior indicator. Specifically, the display shape and color corresponding to different behavior types can be pre-set. For example, the behavior type label for attacking behavior is a star-shaped, red color; the behavior type label for rescuing behavior is a teardrop-shaped, blue color, and so on. A target display format can be determined based on the behavior type of the target game behavior. The display format includes a display color and / or a display shape. The behavior type label is displayed in the target display format at a designated location on the behavior route indicator. The designated location can be above or below the behavior route indicator, or it can be displayed above the behavior route indicator. As shown in Figure 4, behavior type label 401 is a behavior type label for attacking behavior, represented by gray in the figure. Characters 1 and 2 both perform attacking behaviors on character 3.

[0071] After the description information is sent to the terminal device controlling the target virtual character corresponding to the action performer, the action type label corresponding to the action indicator can be displayed at a designated location on the target virtual character in the graphical user interface. As shown in Figure 5, the action type label is displayed diagonally above both character 1 and character 2. This display method is used to inform the player that the corresponding action performer has received the description information of the target game action.

[0072] After the description information is sent to the second terminal device of the person who controls the behavior, when the player wants to view the description information of the game behavior received by the virtual character belonging to the same camp, he can open the chat window. In response to the chat window opening operation, the chat window is displayed, and the behavior indicator mark is displayed in the chat window. If the behavior indicator mark corresponds to a certain person who performs the behavior, the character mark of the person who performs the behavior can be displayed at the same time, and the corresponding behavior type label can be displayed. As shown in Figure 6, 601 in the chat window represents the character mark of character 1, 601' represents the character mark of character 2, and 601" represents the character mark of character 3, so that the player can know the current game behavior guidance information.

[0073] The behavior indicator can be set to be triggerable. Players can trigger the behavior indicator displayed in the chat window. In response to the trigger operation acting on the target behavior indicator in the chat window, the behavior route indicator is displayed at the associated position of the virtual character corresponding to the target behavior indicator in the game scene. The behavior route indicator points from the behavior performer in the target behavior indicator to the behavior execution object. In response to the end event of the third trigger operation, the display of the behavior route indicator is canceled. As shown in Figure 7, the player triggers the behavior indicator between the character identifier of character 2 and the character identifier of character 3. The behavior route indicator of character 2 performing an attack on character 3 is displayed again in the graphical user interface, wherein the dotted line and the arrow on the dotted line represent the behavior route indicator. At this time, the chat window can be displayed as translucent to facilitate the player to view the behavior route indicator.

[0074] The disclosed embodiments also provide another interactive control method in a game, which is implemented based on the method shown in Figure 1. This method utilizes AIGC (AI generated content, also known as generative AI, meaning artificial intelligence generated content) technology to address the inconvenience of information exchange between teammates in the game. It mainly generates recommended command routes for players, helping them to form links and commands, making the commands clearer and more efficient.

[0075] This method is mainly implemented in the following ways:

[0076] 1. Long-press to select one or more characters in the game scene. The AI ​​will assess the current situation, present pre-set options, and display recommended commands corresponding to those options. Each option is clearly labeled and provided with route guidance, allowing you to customize your own command path. This process can be considered the establishment and display of a link between a single character or multiple characters.

[0077] 2. Players trigger the recommended command option and select the corresponding plan. The corresponding link / direction / command and color will be displayed. Players click the selected command again to confirm the plan. The colored label will only be attached to the corresponding unit, and the link and direction will be hidden.

[0078] 3. Issue commands through barrage and chat channels: By sending chat and barrage instructions to teammates, the intuitiveness and interactivity of information exchange are enhanced.

[0079] 4. When players want to view the corresponding command again, they can click on the barrage, chat channel command, or body tag to pop up the corresponding link and direction. After releasing the button, the information will collapse and disappear.

[0080] This method leverages AIGC's intelligent content generation capabilities to generate intelligent command options, offering a diverse selection of operations or commands, enhancing the game's strategic and engaging gameplay. This approach has beneficial effects on combat, including improved combat efficiency and gameplay experience, reduced operational errors, and the elimination of reliance on typing or voice communication, allowing players to focus more on the action and increasing the game's fun and challenge. Furthermore, when equipped with microphones and headphones, it reduces noise interference and poor voice quality during voice chat. This reduces the player's mental effort and time, enriches the game's operating system, and enhances the specificity of commands.

[0081] Regarding the above method embodiment, referring to FIG8 , an embodiment of the present disclosure provides an interactive control device in a game, the device comprising:

[0082] The target virtual character determination module 802 is configured to determine the target virtual character in response to a selection operation for a virtual character in an opposing camp, wherein the opposing camp includes an ally camp and an enemy camp;

[0083] The game behavior guidance information generating module 804 is configured to obtain current battle information of the battle camp, and generate game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs;

[0084] The behavior indicator display module 806 is configured to display a behavior indicator, wherein the behavior indicator is configured to indicate the game behavior guidance information.

[0085] The interactive control device in the aforementioned game responds to a selection operation for a virtual character in an opposing camp, determines a target virtual character, where the opposing camp includes both the friendly camp and the enemy camp; obtains current battle information for the opposing camp, and based on the battle information and the camp to which the selected target virtual character belongs, generates game behavior guidance information for the target virtual character; and displays a behavior indicator, which indicates the game behavior guidance information. In this method, game behavior guidance information for the selected target virtual character is generated based on the current battle information of the opposing camp, assisting the player in making more precise commands, improving command efficiency and enhancing the player experience.

[0086] The above-mentioned behavior indication identifier includes a behavior role identifier and a behavior type, wherein the behavior role identifier at least includes a target virtual role.

[0087] The above-mentioned game behavior guidance information includes multiple, and the above-mentioned behavior indicator display module is also configured to execute: displaying behavior indicator labels corresponding to multiple game behavior guidance information respectively; responding to the selection operation of the target behavior indicator label in the behavior indicator label, displaying the behavior route indicator label at the associated position of the virtual character corresponding to the behavior role label in the game scene, and the behavior route indicator label is pointed from the behavior executor in the behavior role label to the behavior execution object.

[0088] The above-mentioned game behavior guidance information generation module is also configured to execute: generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs through a preset game behavior prediction model; wherein the game behavior prediction model is established based on an artificial intelligence algorithm.

[0089] The above-mentioned device also includes: an information sending module, which is configured to execute a response to the guidance information confirmation operation and send the game behavior guidance information to the terminal device corresponding to the virtual character in our camp.

[0090] The information sending module is further configured to execute: determining a target virtual character corresponding to the behavior performer in the game behavior guidance information; and sending the game behavior guidance information to a terminal device corresponding to the target virtual character.

[0091] The above-mentioned device also includes: a logo display cancellation module, which is configured to execute a response to the guidance information confirmation operation and cancel the display of the behavior route indication logo.

[0092] The above device also includes: a label display module, configured to display a behavior type label at a specified position of the behavior route indicator; the behavior type label is configured to indicate the behavior type of the game behavior indicated by the game behavior guidance information.

[0093] The above-mentioned device also includes: a display format determination module, which is configured to determine the display format of the behavior route indication mark or the behavior type label based on the behavior type in the target behavior indication mark; the display format includes display color and / or display shape.

[0094] The above-mentioned device also includes: a chat window display module, configured to display the chat window in response to the chat window opening operation; and a first identification display module, configured to display the target behavior indication identification in the chat window.

[0095] The above-mentioned device also includes: a second identification display module, which is configured to execute a response action configured to execute a trigger operation of the target behavior indication identifier in the chat window, and display a behavior route indication identifier at the associated position of the virtual character corresponding to the target behavior indication identifier in the game scene, and the behavior route indication identifier is pointed by the behavior executor in the target behavior indication identifier to the behavior execution object.

[0096] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interactive control method in the above-mentioned game. The details are as follows:

[0097] In response to a selection operation for a virtual character in an opposing camp, a target virtual character is determined, wherein the opposing camp includes an all-around camp and an enemy camp; current battle information of the opposing camp is obtained, and based on the battle information and the camp to which the selected target virtual character belongs, game behavior guidance information for the target virtual character is generated; and a behavior indication mark is displayed, where the behavior indication mark is used to indicate the game behavior guidance information.

[0098] In the above method, game behavior guidance information for the selected target virtual character is generated based on the current battle information of the battle camp to assist the player in making more accurate commands, thereby improving command efficiency and enhancing the player experience.

[0099] Optionally, the above-mentioned behavior indication identifier includes a behavior role identifier and a behavior type, wherein the behavior role identifier at least includes a target virtual role.

[0100] The above-mentioned game behavior guidance information includes multiple, and the above-mentioned step of displaying behavior indication identifiers includes: displaying behavior indication identifiers corresponding to multiple game behavior guidance information respectively; in response to the selection operation of the target behavior indication identifier in the behavior indication identifier, displaying the behavior route indication identifier at the associated position of the virtual character corresponding to the behavior role identifier in the game scene, and the behavior route indication identifier is pointed from the behavior executor in the behavior role identifier to the behavior execution object.

[0101] Optionally, the above-mentioned step of generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs includes: generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs through a preset game behavior prediction model; wherein, the game behavior prediction model is established based on an artificial intelligence algorithm.

[0102] Optionally, the above method further includes: in response to the guidance information confirmation operation, sending the game behavior guidance information to the terminal device corresponding to the virtual character in our camp.

[0103] Optionally, the above-mentioned sending of the game behavior guidance information to the terminal device corresponding to the virtual character in our camp includes: determining the target virtual character corresponding to the behavior executor in the game behavior guidance information; and sending the game behavior guidance information to the terminal device corresponding to the target virtual character.

[0104] Optionally, the above method further includes: in response to the guidance information confirmation operation, canceling the display of the behavior route indication mark.

[0105] Optionally, the above method further includes: displaying a behavior type label at a designated position of the behavior route indication mark; the behavior type label is used to indicate the behavior type of the game behavior indicated by the game behavior guidance information.

[0106] Optionally, the above method further includes: determining a display format of the behavior route indicator or the behavior type label based on the behavior type in the target behavior indicator; the display format includes a display color and / or a display shape.

[0107] Optionally, after sending the game behavior guidance information to the terminal device corresponding to the virtual character in our camp, the method further includes: displaying the chat window in response to a chat window opening operation; and displaying a target behavior indication mark in the chat window.

[0108] Optionally, the above method also includes: responding to a trigger operation acting on the target behavior indicator in the chat window, displaying a behavior route indicator at the associated position of the virtual character corresponding to the target behavior indicator in the game scene, and the behavior route indicator points from the behavior executor in the target behavior indicator to the behavior execution object.

[0109] As shown in FIG9 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine-executable instructions that can be executed by the processor 100 . The processor 100 executes the machine-executable instructions to implement the interactive control method in the above-mentioned game.

[0110] Furthermore, the electronic device shown in FIG9 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0111] Memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG9 shows only one bidirectional arrow, but this does not imply that there is only one bus or only one type of bus.

[0112] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 100 or by instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0113] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.

[0114] The embodiments of the present disclosure provide a method, device, and electronic device for interactive control in a game, including a machine-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the previous method embodiments. Specifically,

[0115] In response to a selection operation for a virtual character in an opposing camp, a target virtual character is determined, wherein the opposing camp includes an all-around camp and an enemy camp; current battle information of the opposing camp is obtained, and based on the battle information and the camp to which the selected target virtual character belongs, game behavior guidance information for the target virtual character is generated; and a behavior indication mark is displayed, where the behavior indication mark is used to indicate the game behavior guidance information.

[0116] In the above method, game behavior guidance information for the selected target virtual character is generated based on the current battle information of the battle camp to assist the player in making more accurate commands, thereby improving command efficiency and enhancing the player experience.

[0117] Optionally, the above-mentioned behavior indication identifier includes a behavior role identifier and a behavior type, wherein the behavior role identifier at least includes a target virtual role.

[0118] The above-mentioned game behavior guidance information includes multiple, and the above-mentioned step of displaying behavior indication identifiers includes: displaying behavior indication identifiers corresponding to multiple game behavior guidance information respectively; in response to the selection operation of the target behavior indication identifier in the behavior indication identifier, displaying the behavior route indication identifier at the associated position of the virtual character corresponding to the behavior role identifier in the game scene, and the behavior route indication identifier is pointed from the behavior executor in the behavior role identifier to the behavior execution object.

[0119] Optionally, the above-mentioned step of generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs includes: generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs through a preset game behavior prediction model; wherein, the game behavior prediction model is established based on an artificial intelligence algorithm.

[0120] Optionally, the above method further includes: in response to the guidance information confirmation operation, sending the game behavior guidance information to the terminal device corresponding to the virtual character in our camp.

[0121] Optionally, the above-mentioned sending of the game behavior guidance information to the terminal device corresponding to the virtual character in our camp includes: determining the target virtual character corresponding to the behavior executor in the game behavior guidance information; and sending the game behavior guidance information to the terminal device corresponding to the target virtual character.

[0122] Optionally, the above method further includes: in response to the guidance information confirmation operation, canceling the display of the behavior route indication mark.

[0123] Optionally, the above method further includes: displaying a behavior type label at a designated position of the behavior route indication mark; the behavior type label is used to indicate the behavior type of the game behavior indicated by the game behavior guidance information.

[0124] Optionally, the above method further includes: determining a display format of the behavior route indicator or the behavior type label based on the behavior type in the target behavior indicator; the display format includes a display color and / or a display shape.

[0125] Optionally, after sending the game behavior guidance information to the terminal device corresponding to the virtual character in our camp, the method further includes: displaying the chat window in response to a chat window opening operation; and displaying a target behavior indication mark in the chat window.

[0126] Optionally, the above method also includes: responding to a trigger operation acting on the target behavior indicator in the chat window, displaying a behavior route indicator at the associated position of the virtual character corresponding to the target behavior indicator in the game scene, and the behavior route indicator points from the behavior executor in the target behavior indicator to the behavior execution object.

[0127] As shown in FIG9 , the electronic device includes a processor 100 and a memory 101 . The memory 101 stores machine-executable instructions that can be executed by the processor 100 . The processor 100 executes the machine-executable instructions to implement the interactive control method in the above-mentioned game.

[0128] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0129] In addition, in the description of the embodiments of the present disclosure, unless otherwise expressly specified or limited, the terms "installed," "connected," and "connected" should be understood in a broad sense. For example, they can refer to fixed connections, detachable connections, or integral connections; they can refer to mechanical connections or electrical connections; they can refer to direct connections or indirect connections through an intermediate medium; and they can refer to internal connections between two components. Those skilled in the art will understand the specific meanings of the above terms in the present disclosure based on the specific circumstances.

[0130] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a machine-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0131] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0132] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. An interactive control method in a game, the method comprising: In response to a selection operation for a virtual character in an opposing camp, determining a target virtual character, wherein the opposing camp includes an own camp and an enemy camp; Acquire current battle information of the battle camp, and generate game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs; A behavior indication mark is displayed, where the behavior indication mark is used to indicate the game behavior guidance information.

2. The method according to claim 1, wherein: The behavior indication identifier includes a behavior role identifier and a behavior type, wherein the behavior role identifier at least includes the target virtual character.

3. The method according to claim 2, wherein: The game behavior guidance information includes multiple items, and the step of displaying the behavior indication mark includes: Displaying behavior indication marks respectively corresponding to a plurality of game behavior guidance information; In response to a selection operation on a target behavior indicator in the behavior indicator, a behavior route indicator is displayed at an associated position of the virtual character corresponding to the behavior role indicator in the game scene, and the behavior route indicator points from the behavior executor in the behavior role indicator to the behavior execution object.

4. The method according to claim 1, wherein: The step of generating game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs includes: Generate game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs through a preset game behavior prediction model; Among them, the game behavior prediction model is established based on artificial intelligence algorithm.

5. The method according to claim 1, wherein: The method further comprises: In response to the guidance information confirmation operation, the game behavior guidance information is sent to the terminal device corresponding to the virtual character in our camp.

6. The method according to claim 5, wherein: The sending of the game behavior guidance information to the terminal device corresponding to the virtual character in our camp includes: Determine a target virtual character corresponding to the behavior performer in the game behavior guidance information; The game behavior guidance information is sent to the terminal device corresponding to the target virtual character.

7. The method according to claim 3, wherein: The method further comprises: In response to the guidance information confirmation operation, the behavior route indication mark is canceled from being displayed.

8. The method according to claim 3, wherein: The method further comprises: A behavior type label is displayed at a designated position of the behavior route indication mark; the behavior type label is used to indicate the behavior type of the game behavior indicated by the game behavior guidance information.

9. The method according to claim 8, wherein: The method further comprises: Based on the behavior type in the target behavior indication mark, the display format of the behavior route indication mark or the behavior type label is determined; the display format includes display color and / or display shape.

10. The method according to claim 5, wherein: After sending the game behavior guidance information to the terminal device corresponding to the virtual character in our camp, the method further includes: In response to a chat window opening operation, displaying the chat window; A target behavior indication mark is displayed in the chat window.

11. The method according to claim 10, wherein: The method further comprises: In response to a triggering operation on the target behavior indication mark in the chat window, a behavior route indication mark is displayed at an associated position of the virtual character corresponding to the target behavior indication mark in the game scene, and the behavior route indication mark is pointed from the behavior executor in the target behavior indication mark to the behavior execution object.

12. An interactive control device in a game, the device comprising: A target virtual character determination module is configured to execute a selection operation for a virtual character in an opposing camp and determine a target virtual character, wherein the opposing camp includes an own camp and an enemy camp; A game behavior guidance information generating module is configured to obtain current battle information of the battle camp, and generate game behavior guidance information for the target virtual character based on the battle information and the camp to which the selected target virtual character belongs; The behavior indication mark display module is configured to execute display of the behavior indication mark, and the behavior indication mark is configured to execute indication of the game behavior guidance information.

13. An electronic device, comprising: A processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the game described in any one of claims 1-11.

14. A machine-readable storage medium storing machine-executable instructions, wherein when the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the game described in any one of claims 1-11.

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