Method and apparatus for determining tactics in virtual scene, and device, medium and product

By realizing automatic tactical selection and displaying tactical prompt information in virtual games, the problem of cumbersome user selection and execution tactical process is solved, and tactical execution efficiency and human-computer interaction efficiency are improved.

WO2025060643A1PCT designated stage expired Publication Date: 2025-03-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Application Number
PCT/CN2024/106216
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-21
Filing Date
2024-07-18
Publication Date
2025-03-27

AI Technical Summary

Technical Problem

In virtual games, the process of user selection and execution of tactics is cumbersome, resulting in low tactical execution efficiency and depends on the user's familiarity with tactics, resulting in low success rate, thereby reducing human-computer interaction efficiency.

Method used

By implementing automatic tactical selection operations on the computer device, the tactical prompt information corresponding to the first tactical mode automatically determined from multiple candidate tactical modes is displayed, the arrangement rules and reference game actions of the associated virtual objects are indicated, and the tactical execution animation is displayed to improve the tactical execution efficiency.

Benefits of technology

Automatically determine the tactical mode saves users' decision-making time, and clear tactical prompt information reduces tactical execution time, improves the success rate of tactical execution and human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method and apparatus for determining tactics in a virtual scene, and a device, a medium and a product, which relate to the technical field of computers. The method comprises: displaying a plurality of associated virtual objects and a plurality of contest virtual objects in a virtual scene (310); in response to receiving an automatic tactics selection operation, displaying tactics prompt information corresponding to a first tactics mode (320); and displaying a tactics execution animation (330).
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Description

Tactical determination methods, devices, equipment, media and products in virtual scenarios

[0001] This application claims priority to Chinese patent application number 202311230833.2, filed on September 21, 2023, entitled “Method, device, equipment, medium and product for determining tactics in a virtual scene”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of computer technology, and in particular to a method, apparatus, device, medium, and product for determining tactics in a virtual scene. Background Art

[0003] Some virtual games often involve the formulation of game tactics. Users can control virtual objects to play against the enemy according to the game tactics. For example, in basketball competitive games, when users participate in a virtual basketball game, they need to determine offensive or defensive tactics based on the current player lineup.

[0004] In related technologies, when playing a virtual game, multiple candidate tactics are displayed, and the user can select a suitable tactic from them. After selecting the tactic, the user needs to control the virtual object to execute the tactic according to the selected tactic.

[0005] However, the process of users selecting tactics and controlling virtual objects according to the selected tactics is rather cumbersome, resulting in low tactical execution efficiency. In addition, the execution of tactics depends on the user's familiarity with the selected tactics. When the user is relatively unfamiliar with the selected tactics, the user's success rate in executing the tactics is low, which further reduces the efficiency of tactic execution and thus reduces the efficiency of human-computer interaction.

[0006] Summary of the Invention

[0007] The embodiments of the present application provide a method, apparatus, device, medium, and product for determining tactics in a virtual scene, which can improve the efficiency of human-computer interaction. The technical solution is as follows.

[0008] In one aspect, a method for determining tactics in a virtual scene is provided, the method being executed by a computer device, the method comprising:

[0009] Displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the plurality of associated virtual objects are used to cooperate with each other to perform a virtual game with the plurality of game virtual objects;

[0010] In response to receiving an automatic tactical selection operation, displaying tactical prompt information corresponding to a first tactical mode, the automatic tactical selection operation being used to automatically select the first tactical mode from a plurality of candidate tactical modes, the tactical prompt information being used to prompt the plurality of associated virtual objects to execute reference game actions corresponding to the first tactical mode according to an arrangement rule indicated by the first tactical mode, the arrangement rule being used to indicate the positions of the plurality of associated virtual objects in the virtual scene;

[0011] Displaying a tactical execution animation, wherein the tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game actions.

[0012] In another aspect, a device for determining tactics in a virtual scene is provided, the device comprising:

[0013] A display module, configured to display a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the plurality of associated virtual objects are configured to cooperate with each other to perform a virtual game with the plurality of game virtual objects;

[0014] The display module is further configured to display tactical prompt information corresponding to a first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is configured to automatically select the first tactical mode from a plurality of candidate tactical modes, and the tactical prompt information is configured to prompt the plurality of associated virtual objects to execute reference game actions corresponding to the first tactical mode according to an arrangement rule indicated by the first tactical mode, wherein the arrangement rule is configured to indicate the positions of the plurality of associated virtual objects in the virtual scene;

[0015] The display module is further configured to display a tactical execution animation, wherein the tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game actions.

[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, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a tactical determination method in a virtual scene as described in any of the above.

[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, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by a processor to implement a tactical determination method in a virtual scene as described in any of the above.

[0018] In another aspect, a computer program product or computer program is provided, comprising 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 any of the aforementioned methods for determining tactics in a virtual scenario.

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

[0020] Upon receiving an automatic tactical selection operation, the computer device displays tactical prompt information corresponding to a first tactical mode automatically determined from multiple candidate tactical modes. Automatically determining the first tactical mode saves the user time in making and selecting a tactic, thereby improving tactical determination efficiency. Furthermore, the tactical prompt information indicates how to implement the first tactical mode. Based on the tactical prompt information, a virtual object can be controlled to execute reference game actions to implement the first tactical mode. This clear guidance reduces tactical execution time and thereby improves tactical execution efficiency. Furthermore, the tactical prompt information directly indicates the specific method for implementing the first tactical mode, avoiding execution errors during tactical execution and increasing the success rate of tactical execution, thereby improving tactical execution efficiency and enhancing human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 is a schematic diagram of tactical selection provided by an exemplary embodiment of the present application;

[0022] FIG2 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application;

[0023] FIG3 is a flowchart of a method for determining tactics in a virtual scene provided by an exemplary embodiment of the present application;

[0024] FIG4 is a schematic diagram of tactical prompt information provided by an exemplary embodiment of the present application;

[0025] FIG5 is a schematic diagram of an automatic tactic determination mode provided by an exemplary embodiment of the present application;

[0026] FIG6 is a schematic diagram of a first tactical layout provided by an exemplary embodiment of the present application;

[0027] FIG7 is a flow chart of a method for canceling display provided by an exemplary embodiment of the present application;

[0028] FIG8 is a flowchart of a method for determining a first tactical mode provided by an exemplary embodiment of the present application;

[0029] FIG9 is a schematic diagram of a strategy for utilizing advantage information to face different defenses according to an exemplary embodiment of the present application;

[0030] FIG10 is a schematic diagram of a strategy for utilizing disadvantage information provided by an exemplary embodiment of the present application;

[0031] FIG11 is a schematic diagram of a singles defense against unlimited switching provided by an exemplary embodiment of the present application;

[0032] FIG12 is a schematic diagram of an exemplary embodiment of the present application providing an example of an outside attack restraining a double or triple zone defense;

[0033] FIG13 is a schematic diagram of an inside attack restraining a three-two zone defense provided by an exemplary embodiment of the present application;

[0034] FIG14 is a schematic diagram of a high screen to restrain an inside double-team provided by an exemplary embodiment of the present application;

[0035] FIG15 is a flowchart of a first tactical mode determination method provided by an exemplary embodiment of the present application;

[0036] FIG16 is a flowchart of a tactic determination method provided by an exemplary embodiment of the present application;

[0037] FIG17 is a structural block diagram of a tactic determination device in a virtual scene provided by an exemplary embodiment of the present application;

[0038] FIG18 is a structural block diagram of a tactic determination device module in a virtual scene provided by an exemplary embodiment of the present application;

[0039] FIG19 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0040] In some virtual games, the formulation of game tactics is often involved, and users can control virtual objects to play against the enemy according to the game tactics. In the related art, for example, please refer to Figure 1, which is a schematic diagram of tactic selection provided by an exemplary embodiment of the present application. As shown in Figure 1, a tactic candidate user interface (UI) control 110 is displayed in a virtual scene 100. The tactic candidate UI control 110 includes multiple candidate tactic options. The user needs to manually operate to select a tactic. After the tactic is determined based on the selection operation, the virtual object begins to execute the tactic. After selecting the tactic, the user needs to control the virtual object to execute the tactic according to the selected tactic. However, the process of the user selecting a tactic and controlling the virtual object according to the selected tactic is relatively cumbersome, resulting in low tactic execution efficiency. In addition, the execution of the tactic depends on the user's familiarity with the selected tactic. When the user is relatively unfamiliar with the selected tactic, the user's success rate in executing the tactic is low, further reducing the efficiency of the tactic execution, thereby reducing the efficiency of human-computer interaction.

[0041] Based on this, the present application provides a method for determining tactics in a virtual scenario. Upon receiving an automatic tactical selection operation, a computer device displays tactical prompt information corresponding to a first tactical mode automatically determined from multiple candidate tactical modes. Automatically determining the first tactical mode saves the user time in making and selecting a tactic, thereby improving the efficiency of tactical determination. Furthermore, the tactical prompt information indicates how to implement the first tactical mode. Based on the tactical prompt information, a virtual object can be controlled to execute reference game actions to implement the first tactical mode. This clear guidance reduces tactical execution time, thereby improving tactical execution efficiency. Furthermore, the tactical prompt information directly indicates the specific method for implementing the first tactical mode, avoiding execution errors during tactical execution and increasing the success rate of tactical execution, thereby improving tactical execution efficiency and enhancing human-computer interaction efficiency.

[0042] The following describes the computer system provided by this application. Please refer to Figure 2, which shows a schematic diagram of a computer system provided by an exemplary embodiment of this application. The computer system includes: a terminal 210, a server 220, and a communication network 230. The terminal 210 and the server 220 are connected via the communication network 230, which is a wired or wireless network.

[0043] A target application 211 is installed and running in the terminal 210. The target application 211 is an application that supports two-dimensional virtual scenes or three-dimensional virtual scenes. A virtual scene refers to a virtual scene displayed (or provided) when the application is running on the terminal. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional environment, or a purely fictitious three-dimensional environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The target application 211 can be any of a virtual reality application, an auto chess game, a strategy game, a puzzle game, a massively multiplayer online role-playing game (MMORPG), a third-person shooter (TPS), a first-person shooter (FPS), a multiplayer online tactical battle arena (MOBA), a multiplayer shooter survival game, a sports game, a simulation training auxiliary application, a party casual game, and the like. In the embodiment of the present application, the target application 211 is implemented as a sports competitive game as an example for description.

[0044] In one practicable manner, the target application 211 may be a stand-alone application, such as a stand-alone strategy game program, or a network-connected application.

[0045] Optionally, when the target application 211 is implemented as a standalone application, the terminal independently executes the aforementioned tactical determination method in the virtual scene. Optionally, when the target application 211 is implemented as a network-connected application, the server 220 is configured to provide background services for the target application 211 installed in the terminal 210. As shown in FIG2 , the target application 211 is currently implemented as a sports game, and the terminal 210 currently displays multiple associated virtual objects and multiple game virtual objects in the virtual scene. The multiple associated virtual objects are configured to cooperate with each other to perform a virtual game with the multiple game virtual objects. When the terminal 210 receives an automatic tactic selection operation, it generates an automatic tactic selection request and sends it to the server 220. The automatic tactic selection request is configured to request the server 220 to automatically select a first tactical mode from multiple candidate tactical modes and generate tactical prompt information.

[0046] After receiving the automatic tactical selection request, server 220 automatically selects a first tactical mode from a pre-stored tactical mode folder based on the automatic tactical selection request, reads tactical data corresponding to the first tactical mode, and generates first rendering data based on the tactical data for rendering tactical prompt information and a tactical execution animation. The server 220 then feeds the first rendering data as a tactical request feedback result back to terminal 210. After receiving the tactical request feedback result, terminal 210 performs rendering based on the first rendering data in the tactical request feedback result, thereby displaying the tactical prompt information and tactical execution animation corresponding to the first tactical mode.

[0047] The above-mentioned terminal 210 can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a smart TV, a smart car and other terminal devices in various forms, and the embodiments of the present application are not limited to this.

[0048] Optionally, the server 220 performs the primary computing tasks, and the terminal 210 performs the secondary computing tasks; alternatively, the server 220 performs the secondary computing tasks, and the terminal 210 performs the primary computing tasks; alternatively, a distributed computing architecture is used between the server 220 and the terminal 210 for collaborative computing. It is worth noting that the server 220 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, a cloud server, or a node in a blockchain system.

[0049] It should be noted that this application can display a prompt interface, pop-up window or output voice prompt information before collecting relevant user data (for example, virtual game data, operation data and account information involved in this application) and during the process of collecting relevant user data. 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 will only start executing the relevant steps of obtaining user-related 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 user-related data will be terminated, that is, the user's relevant data will not be 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 must comply with the relevant laws, regulations and standards of the relevant region.

[0050] Schematically, please refer to FIG3 , which shows a flowchart of a method for determining tactics in a virtual scene provided by an exemplary embodiment of the present application. The method is executed by a computer device, which may be a terminal or a server, or both. The present embodiment of the application is described using the computer device implemented as a terminal as an example. As shown in FIG3 , the method includes the following steps:

[0051] Step 310: Display multiple associated virtual objects and multiple game virtual objects in the virtual scene.

[0052] Among them, multiple associated virtual objects are used to cooperate with each other to play virtual games with multiple game virtual objects.

[0053] The virtual scene refers to the scene displayed when the target application installed in the terminal is running, and the first account is logged in to the target application. In the embodiment of the present application, the target application is implemented as a sports competition game as an example for explanation.

[0054] Optionally, the above-mentioned virtual scene is implemented as a competitive sports virtual scene. The competitive sports virtual scene refers to the scene displayed by the competitive sports game application installed in the terminal during operation. After logging in to the competitive sports game application, the player can choose to start a virtual game. After starting the virtual game, the virtual scene corresponding to the virtual game is displayed in the terminal; or the above-mentioned competitive sports virtual scene refers to the scene displayed by the simulation training auxiliary application installed in the terminal during operation. Schematically, the player can enter training parameters (for example, training venue type, training objectives, etc.) in the simulation training auxiliary application. After the training parameters are determined, the player can choose to start a virtual training. After starting the virtual game, the virtual scene corresponding to the virtual training is displayed in the terminal.

[0055] For example, taking the virtual scene corresponding to ball games as an example, the competitive sports virtual scene can be at least one of a virtual basketball game (training) scene, a virtual football game (training) scene, a virtual handball game (training) scene, a virtual rugby game (training) scene, etc., and the embodiments of the present application are not limited to this.

[0056] The multiple associated virtual objects in the virtual scene are virtual objects bound to the first account. These multiple associated virtual objects belong to the same team in the virtual game. For example, in a virtual basketball game, if the first account belongs to the blue team, the five virtual players on the blue team are virtual objects bound to the first account.

[0057] In some embodiments, at least one of the multiple associated virtual objects can be controlled by the first account. Among them, the virtual objects of the multiple associated virtual objects controlled by the first account can be referred to as master virtual objects, and the virtual objects of the multiple associated virtual objects not controlled by the first account can be referred to as non-master virtual objects. The number of master virtual objects of the first account can be one or more. Optionally, the master virtual object of the first account can be fixed, such as: in a virtual game, the first account can only control one or more fixed virtual objects among the multiple associated virtual objects; or, the master virtual object of the first account is non-fixed, such as: in a virtual game, the first account can switch in real time from multiple associated virtual objects to select a virtual object as the master virtual object. Optionally, the master virtual object among the multiple associated virtual objects performs a virtual game based on the operations of the first account, and the non-master virtual objects among the multiple associated virtual objects cooperate with the master virtual object to perform a virtual game with multiple game virtual objects based on a binding relationship. Optionally, the first account can control the master virtual object to at least one of the following operations: move in the virtual scene, perform designated actions, interact with other virtual objects (including at least one non-master virtual object or opponent virtual object among multiple associated virtual objects), complete designated tasks, etc. In other words, the behavior of the master virtual object in the virtual scene is completely controlled by the first account.

[0058] Optionally, the non-master virtual object among the multiple associated virtual objects has an association relationship with the master virtual object, such as a teammate relationship, a subordinate relationship, etc. When the association relationship is implemented as a teammate relationship, the non-master virtual object can also be referred to as a teammate virtual object of the master virtual object; when the association relationship is implemented as a subordinate relationship, the non-master virtual object can also be referred to as a subordinate virtual object of the master virtual object.

[0059] Optionally, the non-master virtual objects in the multiple associated virtual objects include at least one of non-player characters (NPCs) and virtual objects controlled by other accounts, without limitation. For example, in a virtual basketball game, the first account belongs to the blue team. Among the five virtual players on the blue team, virtual player a is a virtual object controlled by the first account (which can be understood as user 1), i.e., the master virtual object; virtual player b is a virtual object controlled by the second account (which can be understood as user 2); virtual players c, d, and e are virtual objects controlled by the system, i.e., non-player characters. Virtual players b, c, d, and e are all non-master virtual objects.

[0060] Optionally, the multiple virtual objects in the virtual game are in an enemy camp with the multiple associated virtual objects in the virtual game.

[0061] Optionally, the game virtual object can be a virtual object controlled by other terminals based on operations of other accounts, or it can be a virtual object automatically controlled by a terminal or server through artificial intelligence (AI).

[0062] The number of the aforementioned game virtual objects may be the same as or different from the number of associated virtual objects.

[0063] In some embodiments, virtual objects in a virtual scene correspond to configuration data, and the configuration data is used to indicate the virtual object's ability to play in a virtual game. For example, an associated virtual object corresponds to first configuration data, and the first configuration data is used to indicate the associated virtual object's ability to play in a virtual game. The game virtual object corresponds to second configuration data, and the second configuration data is used to indicate the game ability of the game virtual object in a virtual game. Optionally, the configuration data can be pre-configured for the virtual object by a target application in a terminal; or it can be obtained based on data collection of a physical object (such as player A). Schematically, taking the virtual scene corresponding to a virtual basketball game as an example, the configuration data includes data on the virtual object's physical fitness, agility, strength, speed, endurance, and tactical modes it is good at. Specifically, the physical fitness data may include height, weight, arm span, body fat percentage, etc.

[0064] It is worth noting that the above configuration data is only an example and is not limited to this application.

[0065] Step 320 : In response to receiving the automatic tactical selection operation, displaying tactical prompt information corresponding to the first tactical mode.

[0066] The first tactical mode refers to the tactics executed when multiple associated virtual objects participate in a virtual game. The first tactical mode indicates the following information: (1) The arrangement rules of the multiple associated virtual objects: The arrangement rules are used to indicate the positions of the multiple associated virtual objects in the virtual scene. (2) The action modes of the multiple associated virtual objects: The action modes determine the reference game actions that the multiple associated virtual objects need to execute.

[0067] Optionally, the plurality of candidate tactical modes are pre-set tactical modes. Taking the tactical modes in a basketball game as an example, the plurality of candidate tactical modes include, but are not limited to, at least one of a spread play mode, a high screen roll mode, an inside attack mode, an outside attack mode, a two-three zone defense mode, a three-two zone defense mode, an unlimited switching defense mode, and an inside double-team mode.

[0068] The tactical prompt information is used to prompt the multiple associated virtual objects to execute the reference game actions corresponding to the first tactical mode according to the arrangement rules indicated by the first tactical mode. In other words, the tactical prompt information indicates how to implement the first tactical mode, and the user can control the multiple associated virtual objects to implement the first tactical mode under the guidance of the tactical prompt information.

[0069] Optionally, the tactical prompt information includes at least one of text information, graphic information, and animation information. For example, a text message such as "Shoot Now" may be displayed to prompt the associated virtual object to perform a shooting action; graphic information pointing to a target position may be displayed to prompt the associated virtual object to perform a move action to move to the target position; and a demonstration animation of defending an opposing player may be displayed to prompt the associated virtual object to perform a defensive action to defend the opposing player. The demonstration animation may be implemented as an animation effect of a demonstration object identical to the associated virtual object performing a defensive action, which is limited in this embodiment of the present application.

[0070] The automatic tactic selection operation is used to automatically select a first tactical mode from a plurality of candidate tactical modes. Schematically, the automatic tactic selection operation is used to start an automatic tactic determination mode, which is used to automatically select the first tactical mode from a plurality of candidate tactical modes.

[0071] Schematically, taking the virtual scene implemented as a virtual basketball court as an example, a basketball game is played between virtual objects and associated virtual objects, multiple associated virtual objects are implemented as virtual players bound to a first account, and multiple game virtual objects are implemented as virtual players opposed to the first account. Please refer to Figure 4, sub-figure a shows a position in a two-three zone defense mode, the virtual basketball court 410 includes an upper line area 411 and a lower line area 412, two virtual players in the upper line area 411 stand at the two end points of the free throw line in the virtual basketball court 410, two virtual players outside the lower line area 412 are located inside the three-point line for defense, and a virtual player in the middle of the lower line area 412 is within the three-point line area to guard the rebound.

[0072] Assuming that the first tactical mode is implemented as a two-three zone defense mode, as shown in sub-figure b in Figure 4, click control 421 to start the automatic tactical determination mode, and automatically select the two-three zone defense mode as the first tactical mode from the preset multiple candidate tactical modes. Then, the tactical prompt information (i.e., arrow) 422 corresponding to the two-three zone defense mode is displayed in the virtual basketball court 420. The tactical prompt information 422 is used to prompt the virtual player 423 to run to the position indicated by the tactical prompt information 422, so that the position of the virtual player 423 and other virtual players can conform to the position of the two-three zone defense mode as shown in sub-figure a in Figure 4.

[0073] In some embodiments, in a first tactical mode, when a first virtual object among the multiple associated virtual objects meets the execution conditions of a first reference game action, first tactical prompt information corresponding to the first reference game action is displayed, and the first tactical prompt information is used to prompt the first virtual object to perform the first reference game action. The number of first virtual objects that meet the execution conditions of the first reference game action can be one or more.

[0074] Illustratively, the first virtual object meeting the execution condition of the first reference game action indicates that the first virtual object needs to execute the first reference game action in the first tactical mode. For example, when the first tactical mode is displayed as a double or triple zone defense mode, if the player with the ball is in an open position, it means that the player with the ball meets the execution condition corresponding to the shooting action in the finishing action, and then the tactical prompt information corresponding to the shooting action is displayed. The tactical prompt information is used to prompt the player with the ball to execute the shooting action. The player with the ball being in an open position means that the player with the ball is in a position with little or no interference from defensive players during the offense.

[0075] In the above embodiment, the tactical prompt information is a prompt information displayed for the first virtual object among multiple associated virtual objects that meets the reference game action execution conditions. That is, the tactical prompt information directly points to the virtual object that meets the conditions, helping the user to clearly identify the virtual object on which the reference game action needs to be executed, thereby improving the accuracy of the tactical prompt information. When the user needs to execute tactics based on the tactical prompt information, it can avoid erroneous operations caused by unclear information, thereby improving the accuracy and efficiency of tactical execution. Taking the virtual scene corresponding to a ball game as an example for explanation, the reference game action can optionally include at least one of a running action, a pitching action, a tactical offensive action, and a tactical defensive action. A running action refers to the action of an associated virtual object moving its position in the virtual scene; a pitching action is the action of throwing a virtual ball prop toward a pitching target, which includes a virtual hoop or other virtual object; tactical offensive actions include but are not limited to breaking up, hitting, breaking through, dribbling, etc.; tactical defensive actions include but are not limited to following defense, blocking, stealing, helping defense, double-teaming, switching defense, and zone defense, etc.

[0076] For example, the reference game actions include running and pitching. The situation where the first virtual object among the multiple associated virtual objects meets the execution condition of the first reference game action includes at least one of the following situations:

[0077] Case 1: In the first tactical mode, when the first virtual object among the multiple associated virtual objects meets the execution conditions of the running action, the running prompt information is displayed, and the running prompt information is used to prompt the first virtual object to move to the first position in the virtual scene. Schematically, the current positions of the multiple associated virtual objects meet the arrangement rules indicated by the unlimited switching mode. If the automatic tactical determination mode is started, the first tactical mode (i.e., the tactical mode currently required to be executed) is determined to be the two-three defense mode. Assuming that the first virtual object among the multiple associated virtual objects needs to run so that the positions of the multiple associated virtual objects meet the arrangement rules indicated by the two-three defense mode, it means that the first virtual object meets the execution conditions of the running action, and the running prompt information corresponding to the first virtual object can be displayed to prompt the first virtual object to move its position. Alternatively, the first virtual object among the multiple associated virtual objects meets the execution conditions corresponding to the defensive action, indicating that the first virtual object needs to defend the second virtual object in the game virtual object, but before defending, the first virtual object needs to move to the defensive position. At this time, the first virtual object meets the execution conditions of the running action, and the running prompt information can be displayed to prompt the first virtual object to move to the defensive position.

[0078] In the above embodiment, a display scheme for positioning prompt information is provided. After the automatic tactical selection operation is triggered, the terminal interface will display the positioning prompt information to prompt the virtual objects that meet the conditions to perform positioning actions. In competitive games, accurate positioning is the key to the successful execution of tactics. The introduction of positioning prompt information enables users to more accurately control the actions of virtual objects during the competition process, thereby improving the success rate of tactical execution.

[0079] Optionally, the positioning prompt information includes at least one of the following information: (1) position prompt information, the position prompt information is used to indicate the first position; (2) positioning route, the positioning route is used to indicate the movement route of the first virtual object toward the first position. It should be noted that the embodiment of the present application does not limit the specific content of the positioning prompt information. For example, the positioning prompt information may also include text for prompting a pitch.

[0080] In some embodiments, the first virtual object includes a ball-holding virtual object. Optionally, when the ball-holding virtual object meets the execution conditions of the running action, position prompt information is displayed, where the position prompt information is used to indicate the position that the ball-holding virtual object needs to reach after running according to the first tactical mode.

[0081] Illustratively, the position that the virtual object holding the ball needs to reach after running according to the first tactical mode can be the pitching position. Then, the situation in which the virtual object holding the ball meets the execution conditions of the running action can also be: the virtual object holding the ball among multiple associated virtual objects meets the execution conditions corresponding to the pitching action, but before pitching, the first virtual object needs to move to the pitching position. At this time, the position prompt information can be displayed to prompt the first virtual object to move to the pitching position.

[0082] Case 2: When the first virtual object includes a virtual object holding a ball and the virtual object holding the ball meets the execution conditions of the pitching action, pitching prompt information is displayed. The pitching prompt information is used to prompt the virtual object holding the ball to throw the virtual ball prop to the pitching target. The pitching target includes a virtual ball frame or other virtual objects.

[0083] Optionally, the pitching prompt information includes a pitching route, which is used to indicate the throwing route of the virtual object holding the ball to throw the virtual ball prop toward the pitching target. It should be noted that the embodiments of the present application do not limit the specific content of the pitching prompt information. For example, the pitching prompt information may also include text for prompting the pitching.

[0084] Schematically, the virtual object holding the ball among multiple associated virtual objects meets the execution conditions corresponding to the pitching action, indicating that the first virtual object needs to pitch, and pitching prompt information is displayed to prompt the virtual object holding the ball to throw the virtual ball prop to the pitching target. Among them, if the pitching target is a virtual ball frame, it means that the pitching action is a shooting action or a shooting action, etc. If the pitching target is other virtual objects, it means that the pitching action is a passing action.

[0085] In the above embodiment, a display scheme for pitching prompt information is provided. After the automatic tactical selection operation is triggered, the terminal interface will display the pitching prompt information to prompt the virtual object that meets the conditions to perform the pitching action. In competitive games, the pitching action is the key to winning the game. The introduction of pitching prompt information helps users quickly identify the best pitching time, reduces the user's hesitation and misjudgment at critical moments, and thus improves the success rate of tactical execution and the game winning rate.

[0086] In some embodiments, the first tactical mode corresponds to multiple tactical execution phases, and tactical prompt information is displayed sequentially based on the multiple tactical execution phases. If, after the first tactical mode is determined, the associated virtual object automatically executes the first tactical mode, then in response to receiving an automatic tactical selection operation, tactical prompt information for the first tactical execution phase is displayed. After the associated virtual object automatically completes the first tactical execution phase, tactical prompt information for the second tactical execution phase is displayed. This continues, and so on, until the multiple tactical execution phases of the first tactical mode are automatically executed or the first tactical mode is interrupted. If, after the first tactical mode is determined, the associated virtual object executes the first tactical mode based on an operation of a first account, then in response to receiving an automatic tactical selection operation, tactical prompt information for the first tactical execution phase is displayed. After the associated virtual object is controlled by the first account to complete the first tactical execution phase, tactical prompt information for the second tactical execution phase is displayed. This continues, and so on, until the multiple tactical execution phases of the first tactical mode are completed by the first account operation, or the first tactical mode is interrupted.

[0087] In some embodiments, when the terminal receives an automatic tactical selection operation, the terminal starts an automatic tactical determination mode and automatically selects a first tactical mode from a plurality of preset candidate tactical modes based on AI.

[0088] Optionally, the automatic tactical determination mode can automatically select the first tactical mode based on the configuration of the virtual objects and / or the tactical restraint situation, where the configuration of the virtual objects includes the advantage of the associated virtual objects and the disadvantage of the opposing virtual objects.

[0089] In some embodiments, after the terminal starts the automatic tactic determination mode, the terminal determines the first tactic mode based on the current virtual game data in the virtual scene and generates tactical prompt information.

[0090] The virtual game data includes, but is not limited to, first configuration data corresponding to the associated virtual object, second configuration data corresponding to the opposing virtual object, current position layout data in the virtual scene, and preset tactical restraint information. The first configuration data indicates the associated virtual object's ability to play in the virtual game, the second configuration data indicates the associated virtual object's ability to play in the virtual game, the position layout data indicates the positional arrangement of the associated virtual object and the opposing virtual object in the current virtual scene, and the tactical restraint information indicates the restraint relationships between multiple candidate tactical patterns.

[0091] In some embodiments, the automatic tactical determination mode can determine a first tactical mode based on at least one of the advantage of the associated virtual object, the disadvantage of the opposing virtual object, and the tactical restraint. Determining the first tactical mode based on the advantage of the associated virtual object can be achieved by determining the first tactical mode based on the first configuration data and the position layout data; determining the first tactical mode based on the disadvantage of the opposing virtual object can be achieved by determining the first tactical mode based on the second configuration data and the position layout data; and determining the first tactical mode based on the tactical restraint can be achieved by determining the first tactical mode based on the position layout data and the tactical restraint information.

[0092] In the actual automatic tactical determination process, the tactical determination method can be adjusted in real time based on different situations. For example, assuming that the priorities of the first configuration data, the second configuration data, and the tactical restraint information are arranged from high to low, the tactics can be adjusted in real time. For example, the automatic tactical determination mode first determines the first tactical mode based on the position layout data and the advantage information indicated by the first configuration data; if the first tactical mode determined based on the advantage of the associated virtual object fails, the first tactical mode is determined based on the disadvantage information indicated by the position layout data and the second configuration data; if the first tactical mode determined based on the disadvantage of the virtual object in the game also fails, the first tactical mode is determined based on the position layout data and the tactical restraint information.

[0093] Step 330: Display the tactical execution animation.

[0094] The tactical execution animation includes animations of multiple associated virtual objects executing reference game actions.

[0095] Optionally, the tactical execution animation can be rendered and displayed by pre-generated rendering data by the terminal based on the situation where the associated virtual object automatically executes the first tactical mode, or it can be rendered and displayed by the terminal generating rendering data in real time based on the operation data of the first account.

[0096] In some embodiments, the automatic tactic selection operation includes a fully automatic tactic selection operation and a semi-automatic tactic selection operation. Optionally, step 330 includes the following two cases:

[0097] The first one is to automatically display the tactical execution animation when receiving a fully automatic tactical selection operation.

[0098] Among them, the fully automatic tactical selection operation is used to automatically determine the first tactical mode and control multiple associated virtual objects to automatically execute reference game actions.

[0099] Illustratively, after triggering a fully automatic tactic selection operation, a fully automatic tactic determination mode is initiated. The fully automatic tactic determination mode is used to automatically determine a first tactical mode and instruct multiple associated virtual objects to automatically execute reference game actions to implement the first tactical mode. When displaying a tactical execution animation based on the fully automatic tactic determination mode, the tactical execution animation may be rendered and displayed using rendering data pre-generated by the terminal based on the associated virtual objects automatically executing the first tactical mode.

[0100] In the above embodiment, after the fully automatic tactical selection operation is triggered, the reference game action is automatically executed by the computer device, so the user does not need to perform additional operations, which improves the efficiency of tactical execution. The user can understand the tactical execution method through tactical prompt information, thereby enhancing the user's sense of participation in the game and helping the user to become familiar with the first tactical mode.

[0101] Second, in the case where a semi-automatic tactic selection operation is received, a tactic execution animation is displayed in response to receiving a tactic execution operation on a plurality of associated virtual objects.

[0102] The semi-automatic tactic selection operation is used to automatically determine the first tactic mode and execute the reference game action in response to the tactic execution operation.

[0103] Illustratively, the semi-automatic tactic selection operation is used to activate a semi-automatic tactic determination mode, which is used to automatically determine a first tactical mode and execute the first tactical mode under the operation of a first account. When displaying a tactical execution animation based on the semi-automatic tactic determination mode, the tactical execution animation may be rendered and displayed using rendering data generated in real time by the terminal based on the operation data of the first account.

[0104] In the above embodiment, after the semi-automatic tactical selection operation is triggered, the reference game action is manually executed by the user. The tactical prompt information can assist the user in executing the reference game action, reduce tactical execution errors caused by user operation errors, and improve the success rate of tactical execution, thereby improving the efficiency of tactical execution and the efficiency of human-computer interaction.

[0105] In some embodiments, the terminal interface may display a control to trigger the automatic tactic selection operation.

[0106] Optionally, when the first account does not meet the proficiency requirements, a first control is displayed, and the first control is used to trigger a fully automatic tactical selection operation; when the first account meets the proficiency requirements, a first control and a second control are displayed, and the second control is used to trigger a semi-automatic tactical selection operation.

[0107] Optionally, when the first account meets the proficiency requirements, it can be implemented as follows: the game proficiency of the first account is greater than or equal to the preset proficiency; when the first account does not meet the proficiency requirements, it can be implemented as follows: the game proficiency of the first account is less than the preset proficiency. The game proficiency can be determined based on at least one of the following information: (1) the number of virtual games participated in. In principle, the more times the first account participates in virtual basketball games in basketball competitive games, the higher the game proficiency. (2) the winning rate of participating in virtual games. In principle, the higher the winning rate of virtual basketball games participated in by the first account in basketball competitive games, the higher the game proficiency. (3) the score of participating in virtual games. In principle, the higher the average score of virtual basketball games participated in by the first account in basketball competitive games, the higher the game proficiency.

[0108] It should be noted that the above examples of information for determining game proficiency are only illustrative, and the embodiments of the present application do not limit this. For example, for basketball competitive games, the first account that can stably contribute rebounds and steals has a higher game proficiency, and the first account with fewer fouls and turnovers has a higher game proficiency.

[0109] Schematically, when the first account's game proficiency falls below the preset level, a first control will appear on the terminal interface. This control is designed to trigger fully automatic tactical selection. Fully automatic tactical selection means the target application completely takes over the tactical decision-making and execution process, automatically determining the most appropriate tactical mode and controlling multiple associated virtual objects to automatically execute a series of preset or real-time reference game actions. This approach reduces the operational burden for novice users or those looking to complete tasks quickly. When the first account's game proficiency falls below the preset level, a second control will appear on the terminal interface. The first control's function remains unchanged, triggering fully automatic tactical selection. The second control is used to trigger semi-automatic tactical selection. In semi-automatic tactical selection, the target application still automatically determines the first tactical mode, but the difference is that it requires the player to perform a tactic execution action to trigger the virtual objects to execute the reference game actions, giving the user more control.

[0110] In the above-described embodiment, by dynamically adjusting interface controls based on user proficiency, the target application can better adapt to the needs of users of varying levels, thereby enhancing the overall user experience. For novice users, fully automatic mode helps them quickly familiarize themselves with game mechanics and tactical layouts; as their proficiency increases, semi-automatic mode encourages them to actively participate in tactical execution, promoting skill growth. Furthermore, for users with low proficiency, providing only trigger controls for fully automatic tactical selection can significantly reduce operational difficulty and errors caused by unfamiliarity. This not only protects user enthusiasm and confidence but also avoids wasted resources and time due to incorrect operations.

[0111] In summary, the method provided in the embodiments of the present application, upon receiving an automatic tactical selection operation, displays tactical prompt information corresponding to a first tactical mode automatically determined from multiple candidate tactical modes. Automatically determining the first tactical mode saves the user time in making and selecting a tactic, thereby improving the efficiency of tactical determination. Furthermore, the tactical prompt information indicates how to implement the first tactical mode. Based on the tactical prompt information, a virtual object can be controlled to execute reference game actions to implement the first tactical mode. This clear guidance reduces tactical execution time, thereby improving tactical execution efficiency. Furthermore, the tactical prompt information directly indicates the specific method for implementing the first tactical mode, avoiding execution errors during tactical execution and increasing the success rate of tactical execution, thereby improving tactical execution efficiency and enhancing human-computer interaction efficiency.

[0112] In some embodiments, the automatic tactical selection operation in step 320 includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation. Optionally, the first tactical mode corresponds to multiple tactical execution stages, and tactical prompt information is displayed sequentially based on the multiple tactical execution stages. Illustratively, in response to receiving the fully automatic tactical selection operation, tactical prompt information for the first tactical execution stage is displayed. After the associated virtual object automatically completes the first tactical execution stage, tactical prompt information for the second tactical execution stage is displayed, and so on, until the multiple tactical execution stages of the first tactical mode are automatically executed, or the first tactical mode is interrupted.

[0113] Illustratively, in response to receiving a semi-automatic tactical selection operation, tactical prompt information for the first tactical execution stage is displayed. After the first account operation controls the associated virtual object to complete the first tactical execution stage, tactical prompt information for the second tactical execution stage is displayed, and so on, until multiple tactical execution stages of the first tactical mode are completed by the first account operation control, or the first tactical mode is interrupted.

[0114] In some embodiments, the automatic tactic selection operation is received via a UI control.

[0115] For illustration, please refer to FIG5 , which is a schematic diagram of an automatic tactic determination mode provided by an exemplary embodiment of the present application. As shown in FIG5 , the virtual scene includes a fully automatic UI control 510 and a semi-automatic UI control 520. The fully automatic UI control 510 is used to receive a fully automatic tactic selection operation, and the semi-automatic UI control 520 is used to receive a semi-automatic tactic selection operation. In response to receiving a trigger operation on the fully automatic UI control 510 , a fully automatic tactic determination mode initiation prompt 511 is displayed, and tactical prompt information 512 corresponding to each tactical execution stage is automatically displayed until multiple tactical execution stages of the first tactical mode are automatically executed or the first tactical mode is interrupted. The fully automatic tactic determination mode initiation prompt 511 is used to notify the user that the fully automatic tactical mode has been initiated, and the associated virtual objects will automatically execute the first tactical mode according to the tactical prompt information, without the user having to perform any operation to execute the first tactical mode. In response to receiving a trigger operation on the semi-automatic UI control 520, a semi-automatic tactical determination mode start prompt 521 is displayed, and tactical prompt information 522 of the first tactical execution stage is displayed. After the first account operation controls the associated virtual object to complete the first tactical execution stage, tactical prompt information 523 of the second tactical execution stage is displayed, and so on, until multiple tactical execution stages of the first tactical mode are completed by the first account operation control, or the first tactical mode is interrupted. The semi-automatic tactical determination mode start prompt 521 is used to prompt the user that the semi-automatic tactical mode has been started and operations need to be performed according to the tactical prompt information.

[0116] In some embodiments, the running route in the tactical prompt information in the above step 320 can be implemented as a solid curve with an arrow, the standing prompt information can be implemented as a hollow ellipse, and the pitching route can be implemented as a dotted curve with an arrow.

[0117] For illustration, please refer to Figure 6, which is a schematic diagram of tactical prompt information provided by an exemplary embodiment of the present application. As shown in Figure 6, in the virtual basketball court 600, based on the automatic tactical selection operation, the first tactical mode is determined, and when the associated virtual object needs to pass the ball, the running route 610 is displayed; when the virtual object holding the ball needs to pass the ball, the passing route 620 is displayed; when the virtual object holding the ball needs to run, the position prompt information 630 is displayed.

[0118] In some embodiments, after the above step 330, a process of canceling the display of the tactical prompt information and the tactical execution animation is further included. Please refer to FIG7 , which is a flow chart of a method for canceling the display provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both a terminal and a server. The embodiment of the present application takes the method executed by a terminal as an example for explanation. As shown in FIG7 , the method includes the following steps:

[0119] Step 710 : In response to the first tactical mode being invalidated, cancel the display of the tactical prompt information and the tactical execution animation.

[0120] In some embodiments, the failure of the first tactical mode includes the completion of the execution of the first tactical mode, or the interruption of the first tactical mode by the virtual object in the game, or the failure of the associated virtual object to execute the first tactical mode.

[0121] Taking the virtual scene corresponding to a ball game as an example, the virtual object is used to participate in the ball game. Optionally, the failure of the first tactical mode includes at least one of the following situations:

[0122] The first one is that the first tactical mode has been executed.

[0123] In some embodiments, after the first tactical mode is executed, the first tactical mode is re-determined based on the current virtual game data.

[0124] The second type is that the virtual object to be moved does not move according to the movement prompt information when moving.

[0125] In some embodiments, situations in which the virtual object to be moved does not move according to the movement prompt information include: the virtual object to be moved does not move according to the movement route indicated by the movement prompt information, the object to be moved does not reach the first position indicated by the movement prompt information (i.e., the end position of the movement) after moving, the object to be moved does not start moving within a preset time range, etc.

[0126] When the associated virtual object is implemented as a pitching virtual object, the first position can be the pitching position. Schematically, when the virtual object holding the ball pitches the ball, it needs to run to the pitching position. Then, the situation where the virtual object holding the ball fails to run according to the running prompt information when running also includes: the virtual object holding the ball fails to reach the pitching position within a preset time range.

[0127] The third type is that the virtual object holding the ball fails to throw the virtual ball prop toward the pitching target.

[0128] In some embodiments, a failure in throwing a virtual ball prop when the virtual object holding the ball throws a virtual ball prop to a throwing target includes: the virtual ball prop thrown by the virtual object holding the ball is intercepted by an associated virtual object, other virtual objects fail to catch the ball, the virtual object holding the ball does not throw the ball within a preset time range, etc.

[0129] To sum up, the method provided in the embodiment of the present application cancels the display of tactical prompt information and tactical execution animation when the first tactical mode fails, thereby reducing computer resource consumption, and cancels the display of tactical prompt information and tactical execution animation in a timely manner when the first tactical mode fails, which can reduce the impact of display elements in the virtual scene on the user's observation of real-time virtual game situations, thereby improving human-computer interaction efficiency.

[0130] In some embodiments, the above step 320 includes a process for determining the first tactical mode. Please refer to FIG8 , which shows a flowchart of a method for determining the first tactical mode provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The embodiment of the present application takes the method executed by a terminal as an example for explanation. As shown in FIG8 , the above step 320 includes the following steps:

[0131] Step 810: upon receiving an automatic tactic selection operation, determining a first tactical mode based on virtual game data in the current virtual scene.

[0132] Optionally, the automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation.

[0133] In some embodiments, the automatic tactical selection operation is received via a UI control in the virtual scene. Alternatively, the automatic tactical selection operation can be received by sliding the terminal interface displaying the virtual scene, shaking the terminal displaying the virtual scene, or other methods. It should be noted that the above description of the method for receiving the automatic tactical selection operation is merely illustrative and is not intended to be limiting in this application.

[0134] Optionally, the virtual game data includes at least one of position layout data, virtual object configuration data, and tactical restraint information.

[0135] The virtual game data includes position layout data, which indicates the position arrangement of associated virtual objects and opposing virtual objects in the virtual scene. In some embodiments, the position layout data includes position arrangement information of associated virtual objects, position arrangement information of opposing virtual objects, and tactical categories that the position arrangement information may correspond to.

[0136] Schematically, the virtual basketball court includes an upper line area and a lower line area. Among the multiple associated virtual objects, two associated virtual objects are in the upper line area, standing at the two end points of the free throw line in the virtual basketball court respectively. Two associated virtual objects are outside the lower line area, defending within the three-point line. There is one associated virtual object in the middle of the lower line area, guarding the rebound within the three-point line area. The current position arrangement of the associated virtual objects conforms to the two-three zone defense tactical mode.

[0137] In some embodiments, a station arrangement corresponding to a tactical pattern close to the current station arrangement is determined based on the station layout data.

[0138] The configuration information of the virtual object is used to indicate the virtual object's ability to play in a virtual game. Optionally, the configuration information is determined based on preset configuration data, which can be pre-configured for the virtual object by a target application in the terminal, or can be obtained based on data collected from an actual human object.

[0139] Optionally, the configuration information of the virtual object includes at least one of first configuration information of the associated virtual object and second configuration information of the opposing virtual object.

[0140] The first configuration data is used to indicate the associated virtual object's ability to play in a virtual game. For example, taking a virtual scene corresponding to a virtual basketball game as an example, the first configuration data includes data on the associated virtual object's physical fitness, agility, strength, speed, endurance, and preferred tactical modes. Specifically, the physical fitness data may include height, weight, arm span, and body fat percentage.

[0141] In some embodiments, advantage information of the associated virtual object is determined based on the first configuration data. For example, associated virtual object A, which is tall, has a long arm span, and has good jumping ability, is suitable for blocking shots, which is advantage information of the associated virtual object in blocking shots.

[0142] The second configuration data is used to indicate the virtual object's ability to play in the virtual game. For example, in the case of a virtual basketball game, the second configuration data includes data on the virtual object's physical fitness, agility, strength, speed, endurance, and preferred tactical modes. Specifically, the physical fitness data may include height, weight, arm span, and body fat percentage.

[0143] In some embodiments, disadvantage information of the game virtual object is determined based on the second configuration data. For example, the game virtual object B, which is shorter, lighter, and has weaker strength, is not suitable for fighting, which is disadvantage information of the game virtual object in terms of fighting.

[0144] The tactical restraint information is used to indicate the restraint relationship between multiple candidate tactical modes.

[0145] For example, using basketball tactics as an example, multiple candidate tactical patterns include offensive and defensive patterns. Offensive patterns include, but are not limited to, isolation patterns, high-post roll patterns, interior attack patterns, and perimeter attack patterns. Defensive attack patterns include, but are not limited to, double-triple zone patterns, three-two zone patterns, unlimited switching patterns, and interior double-team patterns. Taking the restraint relationships between offensive tactical patterns and defensive tactical patterns as an example, tactical restraint information indicates various restraint relationships, such as isolation patterns restraining unlimited switching patterns, perimeter attack patterns restraining three-two zone patterns, interior attack patterns restraining double-triple zone patterns, and high-post screen patterns restraining interior double-team patterns.

[0146] Optionally, the above-mentioned determination of the first tactical mode based on the virtual game data in the current virtual scene includes at least one of the following situations.

[0147] (1) Automatically determine a first tactical mode based on the position layout data and the advantage information indicated by the first configuration data.

[0148] In some embodiments, the terminal determines advantage information by comparing the first configuration data and the second configuration data, and determines, based on the station layout data and the advantage information, a tactical mode that maximizes the advantage of the associated virtual object from multiple candidate tactical modes as the first tactical mode.

[0149] For example, let's assume that a linked virtual object uses an outside attack mode to counter the opposing virtual object's double-three zone defense mode. However, the outside attack capabilities of many linked virtual objects are relatively low, making them unable to execute this outside attack mode effectively. Therefore, it is necessary to consider the linked virtual object's advantage information and adopt a strategy that maximizes the tactical advantage of the linked virtual object lineup configuration. Because different tactics require different skill preferences in the linked virtual object lineup, for example, outside offense requires strong outside finishing ability, inside offense requires taller, heavier, and more athletic linked virtual objects with strong inside strength, and singles requires linked virtual objects with strong overall strength to complete the finishing. Therefore, when selecting tactics for linked virtual objects, the default tactic is to select the tactics that are most advantageous to the linked virtual object.

[0150] Please refer to Figure 9, which is a schematic diagram of a strategy for utilizing advantage information in the face of different defenses provided by an exemplary embodiment of the present application. As shown in Figure 9, there is a superstar 901 among multiple associated virtual objects. Based on the current position arrangement of multiple virtual objects in the virtual scene 910, stretching out to play singles is the best way; but if the virtual objects in the game adopt a zone defense, that is, multiple virtual objects in the virtual scene 920 meet the current position arrangement, then when the superstar 901 is attacking, the outside attack can pass the ball to the open space for finishing.

[0151] By analyzing the positional layout data and the primary configuration data, tactics are determined based on the information of the associated virtual objects, and then a tactical mode that maximizes the opportunity is selected. Based on the understanding of our own weaknesses, we can maximize the advantages to execute tactics, avoid ineffective waste of resources, and improve tactical execution efficiency and game win rate.

[0152] (2) Automatically determine the first tactical mode based on the position layout data and the disadvantage information indicated by the second configuration data.

[0153] In some embodiments, the terminal determines disadvantage information by comparing the first configuration data and the second configuration data, and based on the position layout data and the disadvantage information, determines the tactical mode that maximizes the disadvantage of the virtual object in the game as the first tactical mode from multiple candidate tactical modes.

[0154] Illustratively, if there is a relatively weak virtual object A among multiple virtual objects, for example, the virtual object A is shorter than the associated virtual object B, is slower, and has poor defensive capabilities, then based on this disadvantage information, a strong virtual object C is determined from multiple associated virtual objects (the strong virtual object C may be the associated virtual object B or may not be the associated virtual object B) to be positioned against the virtual object A. In this process, the associated virtual objects can be swapped. For example, the adjacent associated virtual object D can be swapped with the strong virtual object C, so that the strong virtual object C is positioned against the virtual object A. On this basis, the first tactical mode can be determined based on the current position arrangement.

[0155] Schematically, taking virtual basketball competition as an example, according to the position division, the associated virtual objects and the game virtual objects include at least a point guard (hereinafter referred to as PG), a shooting guard (hereinafter referred to as SG), a small forward (hereinafter referred to as SF), a power forward (hereinafter referred to as PF), and a center (hereinafter referred to as C), among which the positions of PG, SG, and SF can be interchanged, the positions of PF and C can be interchanged, and other positions cannot be interchanged. Please refer to Figure 10, which is a schematic diagram of a strategy for utilizing disadvantage information provided by an exemplary embodiment of the present application. As shown in Figure 10, the virtual scene 1000 includes multiple associated virtual objects and multiple game virtual objects. By exchanging the PG in the associated virtual object with the advantaged SG, the advantaged SG is positioned against the disadvantaged PG in the game virtual object, thereby increasing the chance of scoring.

[0156] By analyzing the positional layout data and secondary configuration data, tactics are determined based on the opponent's weaknesses, and then a tactical mode is selected that maximizes these weaknesses. With this understanding of the opponent's weaknesses, attacks can be focused on those weaknesses, avoiding ineffective resource waste and improving tactical execution efficiency and game win rate.

[0157] (3) Automatically determine the first tactical mode based on the position layout data and tactical restraint information.

[0158] In some embodiments, taking the restraint relationship between the offensive tactical mode and the defensive tactical mode as an example, the tactical restraint information is used to indicate various restraint relationships, such as the singles mode restraining the unlimited switching defense mode, the outside offense mode restraining the three-two zone defense mode, the inside offense mode restraining the two-three zone defense mode, and the high-post screen mode restraining the inside double-team mode.

[0159] Schematically, taking the stretching singles mode to restrain the unlimited switching mode as an example, please refer to Figure 11. Figure 11 is a schematic diagram of the stretching singles mode to restrain the unlimited switching mode provided by an exemplary embodiment of the present application. As shown in Figure 11, the virtual scene 1100 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of multiple virtual game objects conforms to the unlimited switching mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the stretching singles mode based on the tactical restraint information.

[0160] Schematically, taking the outside attack mode restraining the two-three defense mode as an example, please refer to Figure 12. Figure 12 is a schematic diagram of the outside attack restraining the two-three defense provided by an exemplary embodiment of the present application. As shown in Figure 12, the virtual scene 1200 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of multiple virtual game objects conforms to the two-three defense mode, it can be determined based on the tactical restraint information that the tactical mode adopted by the multiple associated virtual objects is the outside attack mode.

[0161] Schematically, taking the inside attack mode restraining the three-two zone defense mode as an example, please refer to Figure 13. Figure 13 is a schematic diagram of the inside attack restraining the three-two zone defense provided by an exemplary embodiment of the present application. As shown in Figure 13, the virtual scene 1300 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of multiple virtual game objects conforms to the three-two zone defense mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the inside attack mode based on the tactical restraint information.

[0162] Schematically, taking the high-post screen mode to restrain the inside double-team mode as an example, please refer to Figure 14. Figure 14 is a schematic diagram of high-post screen to restrain inside double-team provided by an exemplary embodiment of the present application. As shown in Figure 14, the virtual scene 1400 includes multiple associated virtual objects and multiple game virtual objects. When the position arrangement of multiple virtual game objects conforms to the inside double-team mode, the tactical mode adopted by the multiple associated virtual objects can be determined as the high-post screen mode based on the tactical restraint information.

[0163] By analyzing the position layout data and tactical restraint information, we determine the tactics based on the mutual restraint of tactics, thereby selecting the most reasonable tactical model and improving the accuracy of decision-making.

[0164] In some embodiments, determining the first tactical mode based on the position layout data and the tactical restraint information is implemented in the following two steps:

[0165] In the first step, in response to the position layout data indicating that the second position arrangement of the plurality of virtual objects in the game conforms to the second tactical pattern, a plurality of third tactical patterns that restrain the second tactical pattern are obtained from a plurality of candidate tactical patterns based on the tactical restraint information.

[0166] In some embodiments, there are multiple third tactical modes among the multiple candidate tactical modes that have a tactical restraint relationship with the second tactical mode.

[0167] In the second step, in response to the first station arrangement of the plurality of associated virtual objects indicated by the station layout data conforming to the target arrangement rule indicated by the target tactical pattern in the plurality of third tactical patterns, the target tactical pattern is determined as the first tactical pattern.

[0168] The first station arrangement conforming to the target arrangement rule includes at least one of the following situations:

[0169] First, the similarity between the first station arrangement and the station arrangement corresponding to the target arrangement rule reaches a preset similarity.

[0170] Illustratively, image data corresponding to a first station arrangement and image data corresponding to station arrangements corresponding to a plurality of third tactical patterns are obtained, and the similarity between the station arrangement features in the image data corresponding to the first station arrangement and the station arrangement features in the image data corresponding to the station arrangement corresponding to the target arrangement rule is calculated as the similarity between the first station arrangement and the station arrangement corresponding to the target arrangement rule. Alternatively, the coordinates of each associated virtual object in the first station arrangement and the coordinates of each station object in the station arrangements corresponding to the plurality of third tactical patterns are obtained, and the correspondence between the associated virtual objects in the first station arrangement and the station objects in the station arrangements corresponding to the third tactical patterns is determined; for each pair of matching virtual objects (i.e., an associated virtual object in the first station arrangement and a station object in the station arrangement corresponding to the third tactical pattern), the coordinate difference between them is calculated; and the average of all coordinate differences is calculated as a similarity metric, where the higher the average value, the lower the similarity.

[0171] Second, the first station arrangement complies with the tactical execution requirements of the target arrangement rules.

[0172] The tactical execution requirement includes that the time required for multiple associated virtual objects to change from the first station arrangement to the station arrangement corresponding to the target arrangement rule is less than a preset time.

[0173] In the above embodiment, when the first station arrangement of the associated virtual objects on the own side meets the target arrangement rules of a third tactical mode (i.e., the target tactical mode), the tactical mode can be accurately determined as the first tactical mode to be currently adopted. This precise matching ensures the accuracy and effectiveness of tactical execution.

[0174] Among them, different judgment criteria are provided when evaluating whether the first station arrangement meets the target arrangement rules:

[0175] Based on the judgment basis of whether the similarity reaches the preset similarity, by calculating the similarity between the first station arrangement and the station arrangement corresponding to the target arrangement rule, and setting a preset similarity threshold, it is possible to accurately judge whether the current station arrangement is close enough to the target arrangement, thereby ensuring the accuracy and effectiveness of tactical execution.

[0176] The time factor in tactical execution requirements is factored into the judgment criteria for compliance, ensuring that the time required to change from the initial positioning to the target positioning is less than the preset time. This helps to quickly adjust positioning in actual combat, seize opportunities, and improve the efficiency and success rate of tactical execution.

[0177] Step 820: Display tactical prompt information corresponding to the first tactical mode.

[0178] Specifically, please refer to the above step 320, which will not be repeated here.

[0179] In summary, the method provided in the embodiment of the present application determines the first tactical mode by obtaining the current virtual game data in the virtual scene, intelligently selects the tactical mode that best suits the current situation, improves the effectiveness of tactical determination, and thus improves the efficiency of human-computer interaction.

[0180] In some embodiments, during the tactical mode determination process, that is, when determining the first tactical mode based on the virtual game data in step 810, the priorities of the first configuration data, the second configuration data, and the tactical restraint information conform to a high-to-low order. Please refer to FIG15 , which is a flowchart of a method for determining a first tactical mode provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The present embodiment of the application takes the method executed by a terminal as an example for explanation. As shown in FIG15 , the method includes the following steps:

[0181] Step 1510: Determine a first tactical mode based on the station layout data in the current virtual scene and the advantage information indicated by the first configuration data.

[0182] In some embodiments, advantage information is determined by comparing the first configuration data and the second configuration data, and based on the position layout data and the advantage information, a tactical mode that maximizes the advantage of the associated virtual object is determined as the first tactical mode from multiple candidate tactical modes.

[0183] Step 1520 : When the first tactical mode fails, re-determine the first tactical mode based on the station layout data in the current virtual scene and the disadvantage information indicated by the second configuration data.

[0184] In some embodiments, disadvantage information is determined by comparing the first configuration data and the second configuration data, and based on the position layout data and the disadvantage information, a tactical mode that maximizes the disadvantage of the virtual object in the game is determined as the first tactical mode from multiple candidate tactical modes.

[0185] Step 1530: If the re-determined first tactical mode fails, re-determine the first tactical mode based on the station layout data and tactical restraint information in the current virtual scene.

[0186] In some embodiments, taking the restraint relationship between the offensive tactical mode and the defensive tactical mode as an example, the tactical restraint information is used to indicate various restraint relationships, such as the singles mode restraining the unlimited switching defense mode, the outside offense mode restraining the three-two zone defense mode, the inside offense mode restraining the two-three zone defense mode, and the high-post screen mode restraining the inside double-team mode.

[0187] Schematically, please refer to FIG. 16 , which is a flowchart of a tactic determination method provided by an exemplary embodiment of the present application. The method can be executed by a terminal, a server, or both. The present embodiment of the application takes the method executed by a terminal as an example for explanation. As shown in FIG. 16 , the tactic determination method in a virtual scene provided by the embodiment of the present application includes the following steps:

[0188] Step 1610: Receive an automatic tactic selection operation.

[0189] Optionally, the automatic tactical selection operation includes a fully automatic tactical selection operation and a semi-automatic tactical selection operation.

[0190] In some embodiments, after receiving the automatic tactic selection operation, information transmission is performed, such as obtaining virtual game data, for performing step 1620.

[0191] Step 1620, analyze tactics.

[0192] In some embodiments, a tactical analysis is performed based on the virtual game data to determine a first tactical pattern.

[0193] Step 1630, select our advantageous tactics.

[0194] Here, our side refers to the camp to which the associated virtual object belongs.

[0195] In some embodiments, to improve scoring efficiency, the first tactical mode is determined based on the advantage information of the associated virtual object. Optionally, in response to the first tactical mode determined to be valid in step 1630, step 1641 is executed, otherwise, step 1642 is executed.

[0196] Step 1641, continue our advantageous tactics.

[0197] In some embodiments, if the first tactical mode determined in step 1630 is valid, that is, the first tactical mode is successfully executed, then the first tactical mode is continued to be determined based on our advantages.

[0198] Step 1642, consider enemy weaknesses.

[0199] Here, the enemy refers to the virtual object in the game.

[0200] In some embodiments, if the first tactical mode determined in step 1630 fails, in order to improve scoring efficiency, after considering our advantages, the first tactical mode is determined based on the disadvantage information of the virtual object in the game.

[0201] Step 1650, swap offensive players.

[0202] In some embodiments, by determining the disadvantaged object among the virtual objects in the game, the advantageous object among the associated virtual objects is aligned with the disadvantaged object by transposing the position. Optionally, in response to the first tactical mode adopted in step 1650 being valid, step 1661 is executed; otherwise, step 1662 is executed.

[0203] Step 1661, continue the local disadvantage tactics.

[0204] In some embodiments, if the first tactical mode determined in step 1650 is valid, that is, the first tactical mode is successfully executed, then the first tactical mode is continued to be determined according to the enemy's weaknesses.

[0205] Step 1662, consider tactical restraint.

[0206] In some embodiments, if the first tactical mode determined in step 1650 is invalid, the first tactical mode is determined using preset tactical restraint information. Alternatively, in response to the first tactical mode determined in step 1662 being valid, step 1671 is executed; otherwise, step 1672 is executed.

[0207] Step 1671, continue with the restraint tactic.

[0208] In some embodiments, if the first tactical mode determined in step 1662 is valid, that is, the first tactical mode is successfully executed, then the first tactical mode is continued to be determined according to the restraint tactics.

[0209] Step 1672, consider other tactics.

[0210] In some embodiments, if the first tactical mode determined in step 1662 fails, the process returns to step 1630 and the tactical determination method is executed again in the order of priority of our advantages, enemy weaknesses, and tactical restraint.

[0211] To sum up, the method provided in the embodiment of the present application clarifies the priority of multiple virtual game data in the process of determining the tactical mode. By arranging the priority of the first configuration data, the second configuration data and the tactical restraint information in order from high to low, the first tactical mode is determined based on the advantage of the associated virtual object, so that our advantage can be maximized as much as possible, the scoring efficiency is improved, the effectiveness of tactical determination is improved, and thus the efficiency of human-computer interaction is improved.

[0212] FIG17 is a structural block diagram of a tactic determination device in a virtual scene provided by an exemplary embodiment of the present application. As shown in FIG17 , the device includes the following parts:

[0213] Display module 1710, configured to display a plurality of associated virtual objects and a plurality of opposing virtual objects in a virtual scene, wherein the plurality of associated virtual objects are configured to cooperate with each other to perform a virtual game with the plurality of opposing virtual objects;

[0214] The display module 1710 is further configured to display tactical prompt information corresponding to a first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is configured to automatically select the first tactical mode from a plurality of candidate tactical modes, and the tactical prompt information is configured to instruct the plurality of associated virtual objects to position themselves according to the arrangement rules of the first tactical mode and to execute reference game actions corresponding to the first tactical mode to perform a virtual game;

[0215] The display module 1710 is further configured to display a tactical execution animation, where the tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game actions when implementing the first tactical mode.

[0216] Please refer to Figure 18. In some embodiments, the display module 1710 includes: a display unit 1711, which is used to display first tactical prompt information corresponding to the first reference game action when the first virtual object among the multiple associated virtual objects meets the execution conditions of the first reference game action in the first tactical mode, and the first tactical prompt information is used to prompt the first virtual object to execute the first reference game action.

[0217] In some embodiments, the virtual scene is a virtual scene corresponding to ball games; the display unit 1711 is used to: when the first virtual object among the multiple associated virtual objects meets the execution conditions of the running action, display running prompt information, and the running prompt information is used to prompt the first virtual object to move to the first position in the virtual scene; the first virtual object includes a ball-holding virtual object, and when the ball-holding virtual object meets the execution conditions of the pitching action, display pitching prompt information, and the pitching prompt information is used to prompt the ball-holding virtual object to throw a virtual ball prop to a pitching target, and the pitching target includes a virtual ball box or other virtual objects.

[0218] In some embodiments, the display module 1710 is used to automatically display the tactical execution animation when receiving a fully automatic tactical selection operation, and the fully automatic tactical selection operation is used to automatically determine the first tactical mode and control the multiple associated virtual objects to automatically execute the reference game action.

[0219] In some embodiments, the display module 1710 is used to display the tactical execution animation in response to receiving a tactical execution operation on the multiple associated virtual objects when a semi-automatic tactical selection operation is received, and the semi-automatic tactical selection operation is used to automatically determine the first tactical mode and execute the reference game action in response to the tactical execution operation.

[0220] In some embodiments, a first account is logged in to the computer device; the display module 1710 is used to display a first control when the first account does not meet the proficiency requirement, and the first control is used to trigger a fully automatic tactical selection operation; when the first account meets the proficiency requirement, the first control and the second control are displayed, and the second control is used to trigger a semi-automatic tactical selection operation.

[0221] In some embodiments, the apparatus further includes a display cancellation module 1720 for canceling display of the first tactical layout result and the tactical execution animation in response to the first tactical mode being invalidated.

[0222] In some embodiments, the virtual scene is a virtual scene corresponding to ball games, and the failure of the first tactical mode includes at least one of the following situations: the first tactical mode is executed; the virtual object to be moved does not move according to the moving prompt information when moving; the virtual object holding the ball fails to throw the virtual ball prop to the shooting target.

[0223] In some embodiments, the display module 1710 includes: a processing unit 1712, which is used to determine the first tactical mode based on the virtual game data in the current virtual scene when the automatic tactical selection operation is received, the virtual game data including position layout data, and the position layout data is used to indicate the position arrangement of the associated virtual objects and the game virtual objects in the virtual scene; the display unit 1711 is used to display the tactical prompt information corresponding to the first tactical mode.

[0224] In some embodiments, the processing unit 1712 includes: a first determination subunit 1701, used to determine the first tactical mode based on the position layout data in the current virtual scene and the advantage information indicated by the first configuration data, and the first configuration data is used to indicate the game capability of the associated virtual object in the virtual game.

[0225] In some embodiments, the processing unit 1712 includes: a second determination subunit 1702, used to determine the first tactical mode based on the position layout data in the current virtual scene and the disadvantage information indicated by the second configuration data, and the second configuration data is used to indicate the game ability of the virtual object in the virtual game.

[0226] In some embodiments, the processing unit 1712 includes: a third determination subunit 1703, used to determine the first tactical mode based on the position layout data and tactical restraint information in the current virtual scene, and the tactical restraint information is used to indicate the restraint relationship between multiple candidate tactical modes.

[0227] In some embodiments, the third determination subunit 1703 is used to obtain multiple third tactical patterns that restrain the second tactical pattern from the multiple candidate tactical patterns based on the tactical restraint information in response to the position layout data indicating that the second position arrangement of the multiple virtual objects in the game complies with the second arrangement rule indicated by the second tactical pattern; and determine the target tactical pattern as the first tactical pattern in response to the first position arrangement of the multiple associated virtual objects indicated by the position layout data complies with the target arrangement rule indicated by the target tactical pattern in the multiple third tactical patterns.

[0228] In some embodiments, the first station arrangement complies with the target arrangement rule, including at least one of the following situations: the similarity between the first station arrangement and the station arrangement corresponding to the target arrangement rule reaches a preset similarity; the first station arrangement complies with the tactical execution requirements of the target arrangement rule, and the tactical execution requirements include that the time required for the multiple associated virtual objects to change from the first station arrangement to the station arrangement corresponding to the target arrangement rule is less than a preset time.

[0229] In some embodiments, the processing unit 1712 is used to determine the first tactical mode based on the position layout data in the current virtual scene and the advantage information indicated by the first configuration data; in the event that the first tactical mode fails, redetermine the first tactical mode based on the position layout data in the current virtual scene and the disadvantage information indicated by the second configuration data; in the event that the redetermined first tactical mode fails, redetermine the first tactical mode based on the position layout data and tactical restraint information in the current virtual scene.

[0230] It should be noted that the tactical determination device in the virtual scene provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above 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.

[0231] Figure 19 shows a block diagram of a terminal 1900 according to an exemplary embodiment of the present application. Terminal 1900 may be a smartphone, tablet computer, MP3 player, MP4 player, laptop computer, or desktop computer. Terminal 1900 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other similar names.

[0232] Typically, the terminal 1900 includes a processor 1901 and a memory 1902 .

[0233] The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1901 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0234] Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1902 is used to store at least one instruction, which is executed by processor 1901 to implement the tactical determination method in a virtual scene provided by the method embodiment of the present application.

[0235] In some embodiments, the terminal 1900 also includes some other components 1903, and the type and quantity of other components 1903 can be selected based on the functions of the terminal 1900. Those skilled in the art can understand that the structure shown in Figure 19 does not constitute a limitation on the terminal 1900, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0236] Embodiments of the present application also provide a computer device, which can be implemented as a terminal or server as shown in Figure 1. The computer device includes a processor and a memory, wherein the memory stores 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 the processor to implement the tactical determination method in the virtual scene provided by the above-mentioned method embodiments. Embodiments of the present application also provide a computer-readable storage medium, wherein the computer-readable storage medium stores 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 the processor to implement the tactical determination method in the virtual scene provided by the above-mentioned method embodiments. 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. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the computer device to perform the tactical determination method in the virtual scene provided by the above-mentioned method embodiments. Optionally, the computer-readable storage medium may include: Read Only Memory (ROM), Random Access Memory (RAM), Solid State Drives (SSD), or an optical disk. Among them, the random access memory may include Resistance Random Access Memory (ReRAM) and Dynamic Random Access Memory (DRAM). The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0237] 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 determining tactics in a virtual scene, executed by a computer device, the method comprising: Displaying a plurality of associated virtual objects and a plurality of game virtual objects in a virtual scene, wherein the plurality of associated virtual objects are used to cooperate with each other to perform a virtual game with the plurality of game virtual objects; In response to receiving an automatic tactical selection operation, displaying tactical prompt information corresponding to a first tactical mode, wherein the automatic tactical selection operation is used to automatically select the first tactical mode from a plurality of candidate tactical modes, and the tactical prompt information is used to prompt the plurality of associated virtual objects to perform a reference game action corresponding to the first tactical mode according to an arrangement rule indicated by the first tactical mode, and the arrangement rule is used to indicate the positions of the plurality of associated virtual objects in the virtual scene; Display a tactical execution animation, wherein the tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game actions.

2. The method according to claim 1, wherein: The displaying of tactical prompt information corresponding to the first tactical mode includes: In the first tactical mode, when a first virtual object among the multiple associated virtual objects meets the execution condition of a first reference game action, first tactical prompt information corresponding to the first reference game action is displayed, and the first tactical prompt information is used to prompt the first virtual object to execute the first reference game action.

3. The method according to claim 1 or 2, wherein: The virtual scene is a virtual scene corresponding to ball games; When a first virtual object among the plurality of associated virtual objects meets the execution condition of a first reference game action, first tactical prompt information corresponding to the first reference game action is displayed, including: When the first virtual object among the multiple associated virtual objects meets the execution condition of the running action, running prompt information is displayed, where the running prompt information is used to prompt the first virtual object to move to a first position in the virtual scene; The first virtual object includes a ball-holding virtual object, and when the ball-holding virtual object meets the execution conditions of the pitching action, pitching prompt information is displayed, and the pitching prompt information is used to prompt the ball-holding virtual object to throw a virtual ball prop to a pitching target, and the pitching target includes a virtual ball frame or other virtual objects.

4. The method according to any one of claims 1 to 3, wherein: The display of tactical execution animation includes: When a fully automatic tactical selection operation is received, the tactical execution animation is automatically displayed, and the fully automatic tactical selection operation is used to automatically determine the first tactical mode and control the multiple associated virtual objects to automatically execute the reference game action.

5. The method according to any one of claims 1 to 4, wherein: The display of tactical execution animation includes: In the case of receiving a semi-automatic tactical selection operation, the tactical execution animation is displayed in response to receiving a tactical execution operation on the multiple associated virtual objects. The semi-automatic tactical selection operation is used to automatically determine the first tactical mode and execute the reference game action in response to the tactical execution operation.

6. The method according to any one of claims 1 to 5, wherein: A first account is logged into the computer device; The method further comprises: In the case where the first account does not meet the proficiency requirement, displaying a first control, wherein the first control is used to trigger a fully automatic tactic selection operation; When the first account meets the proficiency requirement, the first control and the second control are displayed, and the second control is used to trigger the semi-automatic tactical selection operation.

7. The method according to any one of claims 1 to 6, wherein: After displaying the tactical execution animation, the method further includes: In response to the first tactical mode being invalidated, the tactical prompt information and the tactical execution animation are canceled from being displayed.

8. The method according to any one of claims 1 to 7, wherein: The virtual scene is a virtual scene corresponding to ball games; The failure of the first tactical mode includes at least one of the following situations: The first tactical mode is executed; The virtual object to be moved does not move according to the moving prompt information when moving; When the virtual object holding the ball throws the virtual ball prop to the throwing target, the throwing fails.

9. The method according to any one of claims 1 to 8, wherein: In response to receiving the automatic tactical selection operation, displaying tactical prompt information corresponding to the first tactical mode includes: In the case of receiving the automatic tactical selection operation, determining the first tactical mode based on virtual game data in the current virtual scene, wherein the virtual game data includes position layout data, and the position layout data is used to indicate the position arrangement of the associated virtual object and the game virtual object in the virtual scene; The tactical prompt information corresponding to the first tactical mode is displayed.

10. The method according to any one of claims 1 to 9, wherein: The determining the first tactical mode based on the virtual game data in the current virtual scene includes: The first tactical mode is determined based on the station layout data in the current virtual scene and the advantage information indicated by the first configuration data, where the first configuration data is used to indicate the game capability of the associated virtual object in the virtual game.

11. The method according to any one of claims 1 to 10, wherein: The determining the first tactical mode based on the virtual game data in the current virtual scene includes: The first tactical mode is determined based on the position layout data in the current virtual scene and the disadvantage information indicated by the second configuration data, wherein the second configuration data is used to indicate the game capability of the virtual object in the virtual game.

12. The method according to any one of claims 1 to 11, wherein: The determining the first tactical mode based on the virtual game data in the current virtual scene includes: The first tactical mode is determined based on the station layout data and tactical restraint information in the current virtual scene, where the tactical restraint information is used to indicate a restraint relationship between a plurality of candidate tactical modes.

13. The method according to any one of claims 1 to 12, wherein: The determining the first tactical mode based on the station layout data and the tactical restraint information in the current virtual scene includes: In response to the position layout data indicating that the second position arrangement of the plurality of game virtual objects conforms to the second arrangement rule indicated by the second tactical mode, acquiring a plurality of third tactical modes that restrain the second tactical mode from the plurality of candidate tactical modes based on the tactical restraint information; In response to the first station arrangement of the plurality of associated virtual objects indicated by the station layout data conforming to a target arrangement rule indicated by a target tactical pattern in the plurality of third tactical patterns, the target tactical pattern is determined as the first tactical pattern.

14. The method according to any one of claims 1 to 13, wherein: The first station arrangement conforming to the target arrangement rule includes at least one of the following situations: The similarity between the first station arrangement and the station arrangement corresponding to the target arrangement rule reaches a preset similarity; The first station arrangement meets the tactical execution requirements of the target arrangement rule, and the tactical execution requirements include that the time required for the multiple associated virtual objects to change from the first station arrangement to the station arrangement corresponding to the target arrangement rule is less than a preset time.

15. The method according to any one of claims 1 to 14, wherein: The determining the first tactical mode based on the virtual game data in the current virtual scene includes: Determining the first tactical mode based on the station layout data in the current virtual scene and the advantage information indicated by the first configuration data; In the case where the first tactical mode fails, re-determining the first tactical mode based on the station layout data in the current virtual scene and the disadvantage information indicated by the second configuration data; In the case where the re-determined first tactical mode fails, the first tactical mode is re-determined based on the station layout data and tactical restraint information in the current virtual scene.

16. A tactic determination device in a virtual scene, the device comprising: The display module is used to display multiple associated virtual objects and multiple game virtual objects in the virtual scene. The linked virtual objects are used to cooperate with each other to perform virtual games with the multiple game virtual objects; The display module is further configured to display tactical prompt information corresponding to the first tactical mode in response to receiving an automatic tactical selection operation, wherein the automatic tactical selection operation is configured to automatically select the first tactical mode from a plurality of candidate tactical modes, and the tactical prompt information is configured to instruct the plurality of associated virtual objects to position themselves according to an arrangement rule of the first tactical mode, and to execute a reference game action corresponding to the first tactical mode to perform a virtual game; The display module is further used to display a tactical execution animation, wherein the tactical execution animation includes an animation of the multiple associated virtual objects executing the reference game actions when implementing the first tactical mode.

17. The device according to claim 16, wherein: The display module comprises: A display unit is used to display first tactical prompt information corresponding to a first reference game action when a first virtual object among the multiple associated virtual objects meets an execution condition of the first reference game action in the first tactical mode, wherein the first tactical prompt information is used to prompt the first virtual object to execute the first reference game action.

18. A computer device, comprising a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the tactical determination method in a virtual scene as described in any one of claims 1 to 15.

19. A computer-readable storage medium, wherein at least one computer program is stored in the storage medium, and the at least one computer program is loaded and executed by a processor to implement the tactical determination method in a virtual scene as described in any one of claims 1 to 15.

20. A computer program product, comprising a computer program, wherein when the computer program is executed by a processor, the method for determining tactics in a virtual scene according to any one of claims 1 to 15 is implemented.

Citation Information

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