Interface display method and apparatus, and device and readable storage medium

By using probability visualization charts in turn-based chess games to display the probability of card quality acquisition probability, it solves the problem that users find it difficult to quickly determine the probability of card acquisition, and improves the efficiency of information acquisition.

WO2025167473A1PCT designated stage Publication Date: 2025-08-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/072013
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-08
Filing Date
2025-01-13
Publication Date
2025-08-14

AI Technical Summary

Technical Problem

In turn-based chess games, users need to compare multiple probability values to determine the probability of obtaining chess pieces at the current chess player level, resulting in inefficient access to information.

Method used

Probability visualization charts are used to display the probability of card quality acquisition probability, and intuitively represent the probability of card acquisition through the area proportion of chart units, simplifying the user analysis process.

Benefits of technology

It improves the efficiency of users to obtain card information, reduces the complexity of the display of the game interface, and allows users to quickly understand the probability relationship between different card qualities.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application belongs to the field of human-machine interaction. Disclosed are an interface display method and apparatus, and a device and a readable storage medium. The method comprises: displaying a match interface, wherein the match interface comprises a probability visualization chart, the probability visualization chart is used for presenting at least one unit quality, and the at least one unit quality includes the unit quality of a unit that can be acquired by the current object at the current level (410); and displaying in the probability visualization chart a chart unit corresponding to each of the at least one unit quality, wherein the area proportion of each chart unit is positively correlated with the probability of the current object acquiring the corresponding unit quality, the area proportion refers to the proportion of the chart unit in the total area of the probability visualization chart, and the at least one chart unit corresponds to the at least one unit quality on a one-to-one basis (420).
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Description

Interface display method, device, equipment and readable storage medium

[0001] This application claims priority to the Chinese patent application filed on February 8, 2024, with application number 202410178088.X and invention name “Interface display method, device, equipment and readable storage medium”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of human-computer interaction, and in particular to an interface display method, device, equipment and readable storage medium. Background Art

[0003] Turn-based chess games are a new type of chess game. After the two opposing teams place their chess pieces on the board, the game application automatically controls the chess pieces on the board to fight and displays the results of the battle.

[0004] In the related art, during a round-based chess game, a user account purchases chess pieces through a store. In the display interface corresponding to the store, the refresh probability of chess pieces corresponding to each quality at the current player level is displayed in different colors. For example, in an auto chess game, there are three qualities of chess pieces. The refresh probability of chess pieces corresponding to quality 1 is displayed in gray, the refresh probability of chess pieces corresponding to quality 2 is displayed in yellow, and the refresh probability of chess pieces corresponding to quality 3 is displayed in blue. When the player level is level 2, [30%, 20%, 50%] is displayed in the store selection interface, where 30% is displayed in gray to indicate the refresh probability of chess pieces corresponding to quality 1, 20% is displayed in yellow to indicate the refresh probability of chess pieces corresponding to quality 2, and 50% is displayed in blue to indicate the refresh probability of chess pieces corresponding to quality 3.

[0005] However, the above numerical form displays the refresh probability of chess pieces of various levels. The user can only determine that the probability of obtaining chess pieces corresponding to quality 3 is the highest under the current chess player level by comparing multiple probability values. The operation of comparing probability values ​​makes it impossible for the user to quickly obtain the relative relationship between values ​​of different sizes from multiple values, which to a certain extent reduces the efficiency of the user in obtaining chess piece information. Summary of the Invention

[0006] The embodiments of the present application provide an interface display method, apparatus, device, and readable storage medium. The technical solution is as follows:

[0007] In one aspect, a method for displaying an interface is provided, the method being executed by a computer device, the method comprising:

[0008] Displaying a game interface, the game interface including a probability visualization chart, the probability visualization chart being used to display at least one card quality, the at least one card quality including the card quality of cards available to the current player at the current level;

[0009] The probability visualization chart displays a chart unit corresponding to each card quality of the at least one card quality, wherein an area ratio of each chart unit is positively correlated with a probability of the current object obtaining the corresponding card quality, and the area ratio refers to a proportion of the chart unit to a total area of ​​the probability visualization chart, and the at least one chart unit corresponds one-to-one to the at least one card quality.

[0010] In another aspect, an interface display device is provided, comprising:

[0011] A display module, configured to display a game interface, wherein the game interface includes a probability visualization chart, wherein the probability visualization chart is configured to display at least one card quality, wherein the at least one card quality includes the card quality of the cards available to the current player at the current level;

[0012] The display module is further configured to display, in the probability visualization chart, a chart unit corresponding to each card quality of the at least one card quality, wherein an area ratio of each chart unit is positively correlated with a probability of the current object acquiring the corresponding card quality, the area ratio referring to a proportion of the chart unit to a total area of ​​the probability visualization chart, and the at least one chart unit corresponds one-to-one to the at least one card quality.

[0013] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the above-mentioned interface display method.

[0014] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the above-mentioned interface display method.

[0015] On the other hand, a computer program product is provided, wherein the computer program product stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned interface display method.

[0016] Displaying the acquisition probabilities of cards of different qualities within the game in the form of a visual chart can intuitively convey the probability ratios of obtaining cards of different qualities at the current level. Compared to traditional games that display the acquisition probabilities corresponding to all card qualities in the form of numerical values, simplifying the display of multiple acquisition probabilities corresponding to multiple card qualities in a single visual chart can reduce the display complexity of the game interface and help users save the process of performing proportional analysis based on multiple numerical values. Users can quickly understand the relationship between the acquisition probabilities of different card qualities based on the display properties of the chart cells, improving the efficiency of users in obtaining card information. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] FIG1 is a block diagram of a computer system according to an embodiment of the present application;

[0018] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;

[0019] FIG3 is a schematic diagram of an interface of a turn-based chess game provided by one embodiment of the present application;

[0020] FIG4 is a card diagram of a chess piece card provided by one embodiment of the present application;

[0021] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;

[0022] FIG6 is a card diagram of an equipment card provided by one embodiment of the present application;

[0023] FIG7 is a card diagram of a chess player card provided by one embodiment of the present application;

[0024] FIG8 is a flow chart of a method for interactive play in a turn-based chess game according to an embodiment of the present application;

[0025] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;

[0026] FIG10 is a schematic diagram of a game interface in the preparation phase according to an embodiment of the present application;

[0027] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;

[0028] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0029] FIG13 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0030] FIG14 is a schematic diagram of a game interface during a battle phase according to an embodiment of the present application;

[0031] FIG15 is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0032] FIG16 is a flowchart of an interface display method provided by an embodiment of the present application;

[0033] FIG17 is a schematic diagram of a bar chart provided in one embodiment of the present application;

[0034] FIG18 is a schematic diagram of a ring chart provided by one embodiment of the present application;

[0035] FIG19 is a flowchart of an interface display method provided by another embodiment of the present application;

[0036] FIG20 is a schematic diagram of interface switching provided by an embodiment of the present application;

[0037] FIG21 is a flowchart of an interface display method provided by yet another embodiment of the present application;

[0038] FIG22 is a schematic diagram of a bar chart dynamically adjusted according to an embodiment of the present application;

[0039] FIG23 is a flowchart of an interface display method provided by yet another embodiment of the present application;

[0040] FIG24 is a flowchart of an interface display method provided by yet another embodiment of the present application;

[0041] FIG25 is a flowchart of an interface display method provided by yet another embodiment of the present application;

[0042] FIG26 is a structural block diagram of an interface display device provided by one embodiment of the present application;

[0043] FIG27 is a structural block diagram of an interface display device provided in yet another embodiment of the present application;

[0044] FIG28 is a structural block diagram corresponding to a server provided in one embodiment of the present application;

[0045] Figure 29 is a structural block diagram corresponding to the terminal provided by an embodiment of the present application. DETAILED DESCRIPTION

[0046] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0047] First, the nouns involved in the embodiments of this application are introduced:

[0048] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.

[0049] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).

[0050] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.

[0051] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.

[0052] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.

[0053] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.

[0054] In traditional Auto Chess, the shop offers a card purchase feature. These cards are used to display the corresponding piece's attributes, such as piece bonds, piece quality, etc. When purchasing a card in the shop, the piece corresponding to the card will be displayed in the piece candidate area or the battle area.

[0055] Energy: A game resource. In this application, energy is defined as the resource a player uses to play cards. Playing a card consumes the energy corresponding to the amount marked on the card. In traditional Auto Chess games, this refers to the resources consumed when purchasing a card in a store, or the resources gained when selling a chess piece. The amount of resources consumed and gained is related to the quality of the cards, chess pieces, and chess piece levels.

[0056] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.

[0057] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.

[0058] 1 is a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0059] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of ​​the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0060] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of ​​the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.

[0061] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by eight or six user accounts, and each round matches the eight or six user accounts in pairs, and the two matched user accounts play against each other on the same chessboard during the round.

[0062] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.

[0063] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.

[0064] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be connected to the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, and a client development and editing platform supporting a virtual environment may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may then download the client installation package from the server 120 to update the client.

[0065] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0066] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0067] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0068] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. Various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.

[0069] FIG2 shows a flow chart of a method for interactive game play in a turn-based chess game provided by an exemplary embodiment of the present application. This embodiment uses the method as an example of a computer device running a client supporting turn-based chess games. The method includes:

[0070] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;

[0071] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0072] With reference to FIG3 , the game interface includes a chessboard area 10 and a hand area 11 .

[0073] The chessboard area 10 is used to accommodate the chess pieces involved in the battle, both friendly and enemy. The chessboard area 10 includes a plurality of squares 12 arranged in an array. These squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional or three-dimensional chessboard. This embodiment illustrates a three-dimensional chessboard area 10 viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.

[0074] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.

[0075] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.

[0076] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0077] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;

[0078] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.

[0079] At least one allied chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero allied chess pieces on the chessboard area, and allied player objects can add, delete, or supplement the chessboard area. Allied chess pieces that did not die in the previous round are automatically carried over to the next round.

[0080] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.

[0081] Preparation operations include: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and having one's own chess pieces increase the gain effect.

[0082] Since different card types have different effects, preparation operations are performed on your own pieces in the board area based on the card type of the selected card.

[0083] Optionally, during the preparation phase, the player object may prepare at least one of its own pieces in the chessboard area, and the enemy player object may prepare at least one enemy piece in the chessboard area.

[0084] Step 260: During the battle phase, the own chess piece and the enemy chess piece are displayed to automatically engage in battle in the chessboard area.

[0085] The automatic battle between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player objects. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0086] Both the player object and the enemy player object have health points. After the round ends, the losing player object's health points will be deducted by a certain amount. This amount can be determined based on the number of remaining pieces and the level of the pieces on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0087] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0088] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0089] Classification of card types:

[0090] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.

[0091] Chess Cards:

[0092] A chess piece card is used to summon or upgrade one's own chess pieces within the chessboard. Figure 4 shows a schematic diagram of a chess piece card. The chess piece card displays at least one of the following information: a piece image 21, a piece name 22, the energy cost of playing the card 23, the piece type or faction 24, the level the piece increases after playing the card 25, and a description of the piece's additional effects 26.

[0093] The chess piece image 21 can be at least one of a head portrait, an icon, a bust, a full-length portrait, and a display animation of a virtual chess piece. FIG4 illustrates an example in which the chess piece image 21 is a bust of a virtual chess piece.

[0094] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.

[0095] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.

[0096] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual world. In one example, pieces can be classified as at least one of the following: Faction A, B, C, D, E, or F. For example, two pieces belonging to the same guard army of Area A in the virtual world both belong to Faction A. While piece type and faction can be considered the same categorization attribute in various embodiments, this embodiment uses piece type and faction as separate categorization attributes.

[0097] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.

[0098] The additional effect description 26 of a chess piece is a description of the additional effect of the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another friendly chess piece in the board area is sold, it will randomly select a friendly chess piece with the chess type "tank" and increase the chess level of the randomly selected friendly chess piece by a first value, which is half the level of the sold chess piece.

[0099] Effect Cards:

[0100] Effect cards are used to apply an effect to at least one gameplay factor within a game. This factor can include pieces, skills, equipment, amplification effects, levels, combat progress, and the process of obtaining cards in hand. Figure 5 shows a schematic diagram of an effect card. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, the energy cost of playing the card 33, and a description of the effect card's effect 34.

[0101] The effect icon 31 may be an icon used to represent the buff effect of the effect card. FIG5 illustrates an icon with a hexagonal outer frame. The effect name 32 is the name of the effect card or the name of the buff effect.

[0102] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.

[0103] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:

[0104] 1. Increase the probability and / or quantity of chess cards obtained by your players;

[0105] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;

[0106] 3. Reduce the energy consumed by your players when acquiring chess cards;

[0107] 4. Increase the number of chess cards that your players can exchange for;

[0108] 5. Reduce the energy consumed by your players when exchanging chess cards;

[0109] 6. Improve the level of at least one chess piece on the field;

[0110] 7. Add equipment to at least one chess piece on the field;

[0111] 8. Upgrade the equipment level of at least one chess piece on the field;

[0112] 9. Reduce energy consumption when playing / changing cards;

[0113] 10. Increase the probability of obtaining certain cards;

[0114] 11. Increase the number of cards that can be obtained;

[0115] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.

[0116] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.

[0117] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.

[0118] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.

[0119] Equipment Cards:

[0120] An equipment card is used to equip at least one of your own chess pieces. Figure 6 shows a schematic diagram of an equipment card provided by an exemplary embodiment of the present application. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, the energy consumed when the card is played 43, and an equipment description 44.

[0121] Equipment icon 41 can be an icon representing the image or effect of the equipment. Figure 6 illustrates this with an icon in a circular frame. Equipment name 42 is the name of the equipment card or equipment. Different equipment can enhance the combat capabilities of your own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions.

[0122] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.

[0123] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.

[0124] Chess player cards:

[0125] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.

[0126] FIG7 shows a schematic diagram of a chess player card provided by an exemplary embodiment of the present application. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.

[0127] The card icon 51 may be an icon used to represent a card effect. An icon with a hexagonal outer frame is used as an example in Figure 7. The player card name 52 is the name of the player card or the name of the effect.

[0128] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.

[0129] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.

[0130] Based on the introduction of the above four types of cards:

[0131] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. Using different types of cards can simplify the different mechanics of turn-based chess games into the card-playing process. This can reduce the number of user interface elements required on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.

[0132] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.

[0133] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.

[0134] How to obtain cards:

[0135] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0136] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.

[0137] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.

[0138] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.

[0139] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.

[0140] Acquisition condition 5: Consume your own resources in exchange; for example, consume energy to extract or exchange.

[0141] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.

[0142] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.

[0143] Obtaining condition 8: Purchase card operation.

[0144] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.

[0145] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.

[0146] FIG8 shows a flow chart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application. This embodiment uses the method executed by a computer device as an example. The method includes:

[0147] Player selection phase:

[0148] Step 320: Selecting a chess player virtual character of one's own side, where the chess player virtual character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0149] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.

[0150] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess pieces are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player piece on the board by 2.

[0151] As shown in Figure 9, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted, standing up, enlarged, and centered in the foreground. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed to the sides.

[0152] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.

[0153] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.

[0154] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.

[0155] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.

[0156] Preparation phase for each round:

[0157] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;

[0158] With reference to Figure 10 , the board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the friendly player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.

[0159] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0160] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be used at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.

[0161] Step 360: In response to the play operation of at least one card, perform a preparation operation related to one's own chess piece;

[0162] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:

[0163] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;

[0164] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;

[0165] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;

[0166] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.

[0167] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.

[0168] Regarding step 362 (chess card):

[0169] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first friendly chess piece is added to the board area. The first friendly chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first friendly chess piece is a chess piece that has not been summoned to the board area.

[0170] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.

[0171] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in a chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.

[0172] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's own side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0173] Taking the example of the fourth card in Figure 10, in conjunction with Figure 11, in response to a drag operation on the first chess piece, a first friendly chess piece 17 and a first indicator arrow 18 are displayed. First friendly chess piece 17 is a three-dimensional piece that slides in accordance with the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece before it is played and ends at the real-time position of the drag operation. If the release position of the drag operation is at the first candidate square, first friendly chess piece 17 is summoned to the first candidate square.

[0174] Based on Figure 11, it can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0175] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second own chess piece already exists in the chessboard area, the chess piece level of the second own chess piece is upgraded in the chessboard area, where the second own chess piece is the chess piece corresponding to the second chess piece card.

[0176] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.

[0177] Regarding step 364 (equip the card):

[0178] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0179] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;

[0180] The second own chess piece is a own chess piece that already exists in the chessboard area.

[0181] Regarding step 366 (effect card):

[0182] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.

[0183] According to the objects of action, effect cards are divided into two categories:

[0184] Type 1: Increases the effect on your own chess pieces within the chessboard area;

[0185] Type 2: Adds effects to the card acquisition process.

[0186] In response to playing a Type 1 effect card, an effect is added to at least one of your own pieces, such as a buff specific to the piece type, or a combined buff when there are at least two pieces of the same faction on the field.

[0187] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.

[0188] Regarding step 368 (player card):

[0189] In response to the play operation on the player's card, at least one of the following preparation operations is performed:

[0190] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.

[0191] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.

[0192] During the preparation phase, the player object can also use at least one of the card exchange function, card deletion function, and player level upgrade function.

[0193] Card swap function:

[0194] During the preparation phase, your player can swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.

[0195] Delete card function:

[0196] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.

[0197] Player level upgrade function:

[0198] Each round, the player object gains a certain amount of energy. Unused energy from a round accumulates and can be used to upgrade the player's level. A higher player level increases the quality of the cards drawn each round, and also unlocks new abilities, such as talents and purchasable equipment. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player's level increases, the quality indicator corresponding to the current player level lights up, indicating the quality of the cards available at the current player level. The quality indicator can be, for example, a small rounded rectangle as shown in FIG12 , or other shapes or forms are also possible.

[0199] For example, when your player object is at player level 1 / 2 / 3 / 4 / 5, you can unlock cards of quality 1 / 2 / 3 / 4 / 5 respectively.

[0200] The battle phase of each round:

[0201] Step 380: During the battle phase, the self-side chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0202] The automatic battle between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player objects. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.

[0203] Figure 13 shows a schematic diagram of an automatic battle between a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and other functions of the two chess pieces during the battle do not require manual control by the player.

[0204] Battle settlement phase:

[0205] Step 390: Calculate the life value of the player's virtual character, and start the next round of turn-based battle or end the current game based on the life value.

[0206] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0207] When the health value is deducted to zero, the player is eliminated from the game.

[0208] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.

[0209] In some embodiments, damage calculation is based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect showing the health of the losing side's chess piece 19, with only one enemy chess piece remaining. A health bar can be displayed above the head of the chess piece avatar 61.

[0210] 15 , the settlement interface displays the settlement information of the current game, including player rankings, players used by each player, lineups, and piece types.

[0211] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.

[0212] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.

[0213] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.

[0214] The method provided in this embodiment can remove effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation of their own player objects, and improving the efficiency of human-computer interaction for their own player objects.

[0215] Referring to FIG16 , FIG16 shows an interface display method provided by an embodiment of the present application. The method is executed by a computer device and includes steps 410 and 420.

[0216] Step 410: Display the game interface.

[0217] Among them, the game interface is a game interface of a turn-based chess game, a game interface of a card game, or a game interface of other games with a function of obtaining cards of different qualities, and the embodiment of the present application does not limit this.

[0218] The game interface is any interface during the game process. The game interface can be a preparation interface corresponding to the preparation phase or a game interface corresponding to the battle phase.

[0219] Turn-based chess games have players (hereinafter referred to as "current objects" and "players"), and as the game progresses, the player's level increases accordingly. Optionally, there is a cap on the player's level. For example, at the beginning of a game, the player's level is 1. As the game progresses, the player's level increases gradually, and after reaching level 6, the player's level remains at level 6.

[0220] Different chess player levels correspond to different first game attributes, which include at least one of the number of cards, card quality, the number of chess pieces that can be put on the field, and the energy value consumed by using chess pieces.

[0221] In turn-based chess games, card quality is a key attribute of the game. Cards of different qualities have varying effects during the game. For example, Auto Chess has five card qualities: Level 1, Level 2, Level 3, Level 4, and Level 5.

[0222] In the embodiment of the present application, the probability of obtaining cards of various card qualities is different at different player levels. Optionally, as the player level increases, the probability of obtaining high-quality cards will also increase, and the probability of obtaining low-quality cards will decrease.

[0223] In the game interface, the probabilities of obtaining cards of various card qualities at all levels are displayed; alternatively, the probabilities of obtaining cards of various card qualities at the current level are displayed. In turn-based chess games, the current level may be the current player level; in other types of games, the current level may be the current account level, which is not limited in this embodiment.

[0224] In the embodiment of the present application, the probability corresponding to the card quality of the cards that the current object can obtain at the current level is presented in the form of a chart.

[0225] The game interface includes a probability visualization chart for displaying at least one card quality, where the at least one card quality includes the card quality of cards available to the current player at the current player level. Optionally, the at least one card quality is a card quality from a plurality of card qualities, i.e., the at least one card quality includes a plurality of card qualities.

[0226] Optionally, the probability visualization chart can be implemented as at least one of a bar chart, a ring chart, a pie chart, and a column chart. The probability visualization chart can also be implemented as charts other than the above examples, which is not limited in this application.

[0227] The following describes how probability visualization charts are displayed on the game interface.

[0228] The first method involves displaying a probability visualization chart on all game screens that are triggered during a game. When no upper-layer screen is displayed on a game screen, the computer device displays the probability visualization chart in a designated area of ​​the game screen, which can be anywhere on the game screen.

[0229] Second, in turn-based chess games, the current focus is more on player level and obtaining high-quality cards. Therefore, in some embodiments, the computer device displays a probability visualization chart in a level-up window corresponding to the player level. This level-up window is implemented as an interface displayed overlaid on the game interface. Specifically, a level-up control is displayed in the game interface. In response to receiving a trigger operation on the level-up control, the level-up window is displayed over the game interface. This level-up window displays the probability visualization chart, the current player level, and other information.

[0230] In the embodiment of the present application, on the one hand, the probability values ​​of obtaining cards of various card qualities are visualized in the form of a chart. Compared with displaying multiple probability values ​​in an arranged manner in the interface, the display space required for the probability visualization chart is smaller, which reduces the display complexity of the interface content to a certain extent; on the other hand, the information that can be contained in the probability visualization chart can more intuitively reflect the size relationship between different values ​​compared to simple values.

[0231] Step 420: Displaying a chart unit corresponding to each card quality of at least one card quality in the probability visualization chart.

[0232] The probability visualization chart includes at least one chart unit, and at least one chart unit corresponds to at least one card quality. A chart unit is a graphic unit obtained by dividing the probability visualization chart, and a probability visualization chart includes one or at least two graphic units at the same time. The shape of the chart unit can be any one of a bar unit, a ring unit, a sector unit, and a circle, and the shape of the chart unit is related to the form of the probability visualization chart. For example, when the probability visualization chart is a bar chart, the chart unit can be a sector unit; when the probability visualization chart is a ring chart, the chart unit can be a ring unit (or called a sector ring); when the probability visualization chart is a pie chart, the chart unit can be a sector unit.

[0233] The area ratio of the chart unit is used to represent the probability of obtaining a card of the corresponding card quality, and the fill color of the chart unit is used to represent the corresponding card quality.

[0234] The area ratio of each chart unit in the probability visualization chart is positively correlated with the probability of the current object obtaining a card of the corresponding card quality.

[0235] That is, for any chart unit, the higher the percentage of that chart unit's area in the probability visualization chart, the higher the probability of obtaining a card of the card quality corresponding to that chart unit. The area percentage indicates the proportion of the chart unit to the total area of ​​the probability visualization chart.

[0236] Optionally, the probability visualization chart also includes any one of text content, graphic identification, and digital identification. The text content, graphic identification, and digital identification are used to graphically explain at least one chart unit, which can be an explanation of the card quality corresponding to at least one chart unit, or an explanation of the card acquisition probability corresponding to at least one chart unit. This application does not limit this.

[0237] The following introduces various implementation methods of probability visualization charts.

[0238] First, the probability visualization is implemented as a bar chart.

[0239] The bar chart displays at least two bar units connected one after another along a specified direction. Each of the at least two bar units corresponds to at least two card qualities. That is, each bar unit corresponds to a card quality, and the area ratio of each bar unit in the bar chart corresponds to the probability of obtaining a card of that quality.

[0240] The designated direction may be a horizontal direction, a vertical direction, or a direction with any inclination angle relative to the horizontal line, and this application does not impose any limitation on this.

[0241] For a first bar unit among the plurality of bar units, a first bar unit having a first length ratio is displayed. The process of determining the first bar unit includes but is not limited to any one of the following methods.

[0242] 1. Determine the probability of obtaining the card quality corresponding to the bar unit as the length ratio.

[0243] Optionally, the computer device obtains the probability of obtaining the first card quality to obtain a first probability value; determines the first probability value as a first length ratio of the first bar unit; and draws the first bar unit according to the first length ratio.

[0244] For example, the probability of obtaining a card of card quality 1 is 50%. 50% can be used to represent both the probability of obtaining a card of quality 1 and the area occupied by the bar unit corresponding to the card quality in the entire bar chart.

[0245] In some embodiments, when the length of the bar chart is fixed, the computer device determines the unit length of the first bar unit based on the first length ratio and the chart length of the bar chart, and draws the first bar unit based on the unit length.

[0246] Illustratively, when the first length ratio of the first bar unit is 20%, and the length of the bar chart is 100px and the width is 20px, the computer device determines that the length of the first bar unit is 100px*20%=20px and the width is 20px, thereby drawing a first bar unit of 20px*20px.

[0247] 2. Determine the probability interval of the probability of obtaining the card quality corresponding to the bar unit, and determine the probability value that matches the probability interval as the length ratio.

[0248] Optionally, the computer device determines a first probability range in which the first probability value is located, and the first probability range corresponds to the second probability value; the second probability value is determined as the length ratio of the first bar unit to obtain the first length ratio.

[0249] For example, the total probability of acquisition is divided into five probability ranges at equal intervals, and target probability values ​​are set for each of the five probability ranges. For example, a card of card quality 1 has a corresponding acquisition probability of 40%, which is in the range of 40% to 60%. The target probability value for this range is 50%, and the bar unit corresponding to card quality 1 is drawn with 50% as the length percentage.

[0250] When the probability of obtaining a card of a certain card quality changes slightly due to factors other than player level upgrades during the game, for example, when the probability of obtaining a card of card quality 1 increases to 42% due to a special skill of one's own chess piece, since 42% is still within the range of 40% to 60%, the computer device still uses 50% as the length ratio to draw the bar unit corresponding to card quality 1.

[0251] In this way, when the probability of obtaining a card of a certain card quality changes slightly, but this slight change does not affect the relationship between the acquisition probability of this card quality and other card qualities, the computer device can maintain the length ratio of the bar unit, avoid frequently updating the drawing of the bar unit according to the updated acquisition probability, and save the processing resources of the computer device.

[0252] Optionally, the first length ratio is positively correlated with the probability of obtaining the first card quality, that is, the higher the probability of obtaining the card corresponding to the first card quality, the larger the first length ratio of the first bar unit corresponding to the first card quality, and the first bar unit is any one of the multiple bar units.

[0253] In the above content, the probability visualization chart carries multiple probability values ​​corresponding to obtaining cards of at least two card qualities. The acquisition ratio and size relationship between cards of at least two card qualities are intuitively expressed in the chart in the form of area ratio, which is easier for players to accept and helps improve the efficiency of information acquisition.

[0254] According to the above process of drawing the first bar unit, draw at least two bar units corresponding to the cards of at least two card qualities obtained by the current object under the current player level.

[0255] Optionally, the computer device splices at least two bar units according to a preset splicing rule to form a bar chart.

[0256] Optionally, the preset splicing rule may be to splice in order of card quality.

[0257] In one illustrative example, during the splicing process, the computer device positions the bar unit with the lowest card quality at the beginning of the bar chart and the bar unit with the highest card quality at the end of the bar chart. Exemplarily, at least two bar units are spliced ​​one by one from left to right, with the leftmost bar unit being the bar unit with the lowest card quality, the rightmost bar unit being the bar unit with the highest card quality, and the middle bar units being arranged in ascending order of card quality.

[0258] Optionally, the preset splicing rule may be to perform splicing according to the size of the acquisition probability.

[0259] In an illustrative example, during the splicing process, the computer device obtains the bar unit corresponding to the card quality with the highest probability as the starting position of the bar chart, and obtains the bar unit corresponding to the card quality with the lowest probability as the end position of the bar chart.

[0260] Optionally, the preset splicing rule may also be to perform splicing according to the number of card qualities of the cards already owned by the current object.

[0261] In an illustrative example, during the splicing process, the computer device obtains the number of cards corresponding to at least one card quality owned by the current object, determines the quantity sorting result in ascending or descending order, and splices the bar units corresponding to at least one card quality based on the quantity sorting result.

[0262] Optionally, the preset splicing rule may also be other rules. The above is only an illustrative example and is not limited in this application.

[0263] As shown in Figure 17, Figure 17 shows a schematic diagram of various bar charts at different levels within the game. In a turn-based chess game, the upper limit of player level is level 5, and there are five card qualities. A bar chart showing the five card qualities available at the five player levels can be found in area 1700. For player level 1, the probability of obtaining a card of quality 1 is 100%, while the probability of obtaining cards of other qualities is 0%. As the player level increases, the probability of obtaining higher-quality cards increases. Player level 2 can obtain cards of both quality 1 and quality 2, with a 50% probability of obtaining a card of quality 1 and a 50% probability of obtaining a card of quality 2. In the schematic diagram shown in Figure 17, as the player level increases, the number of card qualities available also increases. Alternatively, different player levels can have the same number of card qualities available, but with different probability of obtaining them. Alternatively, other implementations can be employed, which are not limited in this application.

[0264] Second, the probability visualization chart is implemented as a ring chart.

[0265] The circular chart displays at least two circular units connected one by one with the center of the circular chart as the center point. The at least two circular units correspond one-to-one with at least two card qualities. In other words, each circular unit corresponds to a card quality, and the area ratio of each circular unit in the circular chart corresponds to the probability of obtaining a card of a certain card quality.

[0266] Optionally, during the splicing process, the computer device splices at least two annular units one by one in a clockwise direction or a counterclockwise direction.

[0267] For a second annular unit among the at least two annular units, the second annular unit having the first arc length ratio is displayed. A process of determining the second annular unit includes but is not limited to any one of the following methods.

[0268] 1. Determine the probability of obtaining the card quality corresponding to the ring unit as the arc length ratio.

[0269] Optionally, the computer device obtains the probability of obtaining the second card quality to obtain a third probability value; determines the third probability value as the second arc length ratio of the second annular unit; and draws the second annular unit according to the second arc length ratio.

[0270] In some embodiments, when the circumference of the donut chart is fixed, the computer device determines the unit arc length of the second donut unit based on the second arc length ratio and the donut circumference of the donut chart, and thus draws the second donut unit based on the unit arc length.

[0271] Illustratively, when the second arc length of the second annular unit accounts for 30% and the annular circumference of the annular chart is 100px, the computer device determines the unit arc length of the second annular unit to be 100px*30%=30px, thereby drawing a 30px second annular unit.

[0272] 2. Determine the probability interval of the probability of obtaining the card quality corresponding to the ring unit, and determine the probability value matching the probability interval as the arc length ratio.

[0273] Optionally, the computer device determines a second probability range in which the third probability value is located, and the second probability range corresponds to a fourth probability value; determines the fourth probability value as the arc length ratio of the second annular unit to obtain a second arc length ratio; and draws the second annular unit according to the second arc length ratio.

[0274] In some embodiments, the computer device sets matching probability values ​​for different probability ranges. Optionally, the probability value can be a middle value or a probability extreme value of the probability range.

[0275] When the probability of obtaining a card of a certain card quality changes slightly due to factors other than the player's level upgrade in the game, for example, when the probability of obtaining a card of a certain card quality increases slightly due to the special skills of one's own chess piece, since the acquisition probabilities before and after the increase are within the same probability range, the computer device maintains the arc length of the ring unit corresponding to the card quality.

[0276] In this way, when the probability of obtaining a card of a certain card quality changes slightly, but this slight change does not affect the relationship between the acquisition probability of this card quality and other card qualities, the computer device can maintain the arc length ratio of the ring unit, avoid frequently updating the drawing of the ring unit according to the updated acquisition probability, and save the processing resources of the computer device.

[0277] Optionally, the second arc length ratio is positively correlated with the probability of obtaining the second card quality, that is, the higher the probability of obtaining the card corresponding to the second card quality, the greater the second arc length ratio of the second annular unit corresponding to the second card quality, and the second annular unit is any one of the multiple annular units.

[0278] According to the above process of drawing the second annular unit, the computer device draws at least two annular units corresponding to the cards of at least two card qualities obtained by the current object at the current player level.

[0279] Optionally, at least two ring-shaped units are spliced ​​together according to a preset splicing rule to form a ring chart. The preset splicing rule of the ring-shaped unit can refer to the preset splicing rule of the bar-shaped unit, which will not be repeated here.

[0280] Players are much more sensitive to and receptive to graphics than to numbers. Therefore, no matter what form the probability visualization chart is implemented in, players can directly obtain the probability distribution of obtaining cards of multiple card qualities at the current player level through the chart information displayed in the game interface.

[0281] As shown in Figure 18, Figure 18 illustrates a schematic diagram of various circular charts at different levels within the game. In a turn-based chess game, the upper limit for player level is level 5, and there are five card qualities. A circular chart showing the five card qualities available at the five player levels can be seen in area 1800. The level number i corresponding to the player level is displayed in the circular chart. Player level 1 has a 100% probability of obtaining cards of quality 1, and a 0% probability of obtaining cards of other qualities. As the player level increases, the probability of obtaining higher-quality cards increases. Player level 2 can obtain cards of both quality 1 and quality 2, with a 50% probability of obtaining quality 1 cards and a 50% probability of obtaining quality 2 cards. In the schematic diagram shown in Figure 18, as the player level increases, the number of card qualities available also increases. Alternatively, different player levels can have the same number of card qualities available, but with different probability of obtaining them. Alternatively, other implementations may be employed, and this application is not limited thereto.

[0282] The third type of probability visualization chart is implemented as a pie chart.

[0283] The pie chart displays at least two sector-shaped units, one connected by the center of the pie chart. The at least two sector-shaped units correspond to at least two card qualities. That is, each sector-shaped unit corresponds to a card quality, and the proportion of the area occupied by each sector-shaped unit in the pie chart corresponds to the probability of obtaining a card of that quality.

[0284] During the splicing process, multiple fan-shaped units are spliced ​​one by one in a clockwise or counterclockwise direction.

[0285] For a first sector unit among the plurality of sector units, the first sector unit having the first sector area ratio is displayed. The process of determining the first sector unit includes but is not limited to any one of the following methods.

[0286] 1. The probability of obtaining a card of the card quality corresponding to the sector unit is determined as the proportion of the sector area.

[0287] Optionally, the computer device obtains the probability of obtaining the third card quality to obtain a fourth probability value; determines the fourth probability value as the area ratio of the first fan-shaped unit to obtain the first fan-shaped area ratio; and draws the first fan-shaped unit according to the first fan-shaped area ratio.

[0288] In some embodiments, when the area of ​​the pie chart is fixed, the computer device determines the sector angle of the first sector unit based on the first sector area ratio and the area of ​​the pie chart, and thus draws the first sector unit based on the sector angle and the sector radius (consistent with the radius of the pie chart).

[0289] Schematically, when the first sector area of ​​the first sector unit accounts for 20% and the radius of the pie chart is 20px, the computer device determines that the sector angle of the first sector unit is 360°*20%=72°, thereby drawing the first sector unit with a radius of 20px and a sector angle of 72°.

[0290] 2. Determine the probability interval for obtaining a card of the card quality corresponding to the sector unit, and determine the probability value that matches the probability interval as the sector area ratio.

[0291] Optionally, the computer device determines the third probability range in which the fourth probability value is located, and the third probability range corresponds to the fifth probability value; determines the fifth probability value as the area ratio of the first fan-shaped unit to obtain the first fan-shaped area ratio; and draws the first fan-shaped unit according to the first fan-shaped area ratio.

[0292] Optionally, the sector area ratio is positively correlated with the probability of obtaining a card of the third card quality, that is, the higher the probability of obtaining a card corresponding to the third card quality, the larger the first sector area ratio of the first sector unit, and the first sector unit is any one of the multiple sector units.

[0293] According to the above process of drawing the first fan-shaped unit, the computer device draws at least two fan-shaped units corresponding to the cards of at least two card qualities obtained by the current object at the current player level.

[0294] Optionally, the computer device splices at least two sector units according to a preset splicing rule to form a pie chart. The preset splicing rule of the sector unit can refer to the preset splicing rule of the bar unit above, which will not be repeated here.

[0295] In another embodiment, to better present the effects of various card qualities within the probability visualization chart, the presentation effects of the various card qualities are labeled. Specifically, at least one chart element within the probability visualization chart is presented in different ways, including but not limited to any of the following.

[0296] The first method is to display the fill color of any one of at least one chart cell, which is consistent with the color of the card quality corresponding to the chart cell. For example, in the Auto Chess game, there are three card qualities: the card quality color corresponding to quality 1 is gray, the card quality color corresponding to quality 2 is yellow, and the card quality color corresponding to quality 3 is red. In the case of a player level of 3, the chart cell corresponding to quality 1 is filled with gray, the chart cell corresponding to quality 2 is filled with yellow, and the chart cell corresponding to quality 3 is filled with red. With reference to Figure 18, the multiple annular cells within the annular area corresponding to player level 4 are filled with different colors.

[0297] In the embodiment of the present application, the fill color of the chart unit is consistent with the color of the card quality. When browsing the probability visualization chart, the player can not only obtain the proportion of each chart unit in the total chart, but also directly determine the corresponding card quality by color, thereby increasing the amount of effective information contained in the probability visualization chart.

[0298] The second method is to display a prompt text information of any one of the at least one chart unit, wherein the prompt text information is consistent with the quality level of the card corresponding to the chart unit.

[0299] The third method is to display the display brightness of the chart sheet for any one of the at least one chart unit. Optionally, the display brightness is positively correlated with the quality level of the card corresponding to the chart unit, that is, the higher the card quality, the brighter the display brightness of the corresponding chart unit.

[0300] Fourth, for any one of the at least one chart unit, a chart unit frame effect is displayed. Optionally, the frame effect is consistent with the card quality level corresponding to the chart unit. The frame effect includes at least one of: a bounce, a particle effect surround, a chart unit border line, and a texture.

[0301] In the above embodiment, probability values ​​are converted into areas with different fill colors within a probability visualization chart. Graphics are easier for players to understand and grasp than numerical values, allowing them to directly and effectively access the probability of obtaining various card qualities at their current player level from the probability visualization chart. This eliminates the need for secondary conversion of probability values, further improving the information utilization of the content displayed within the game interface. Furthermore, players can immediately see the area percentages and display styles within the probability visualization chart, further packaging the information contained within the probability visualization chart and effectively increasing the amount of information contained within the chart.

[0302] FIG19 shows a flow chart of another interface display method provided in an embodiment of the present application. The method is executed by a computer device and includes steps 510 and 520.

[0303] Step 510: Display a probability visualization chart in the game interface.

[0304] Optionally, a probability visualization chart is displayed in any game interface within the turn-based chess game.

[0305] The specific meaning, implementation form and generation process of the probability visualization chart can be found in the above step 410 and will not be repeated here.

[0306] Step 520: In response to a triggering operation on the probability visualization chart, at least two probability distributions are displayed in the form of a numerical list, where different probability distributions correspond to different levels.

[0307] Optionally, the probability visualization chart can be implemented as a controllable operation control, or as fixed display content in the game interface, which is not limited in this application.

[0308] In an embodiment of the present application, the probability visualization chart is implemented as a controllable operation control, and the user can perform a trigger operation on the probability visualization chart, which trigger operation includes at least one of a click operation, a double-click operation, a sliding operation, a global gesture operation, a voice command operation, a hover operation, and a peripheral control operation.

[0309] The level may be a player level in a turn-based chess game, or a current account level in other games. The following embodiments are described using the player level as an example, but this is not intended to be limiting.

[0310] In combination with the above content, a turn-based chess game provides multiple player levels and multiple card qualities, and the distribution of the probability of obtaining multiple card qualities for any two player levels in the multiple player levels is different.

[0311] Optionally, in response to a triggering operation on the probability visualization chart, the computer device displays a probability distribution details window. The probability distribution details window is used to display the probability values ​​of obtaining cards of all card qualities at each chess player level, that is, the probability distribution of obtaining card qualities corresponding to each chess player level.

[0312] In another embodiment, the probability visualization chart is implemented as fixed display content, and a level introduction control is displayed at a preset position around the probability visualization chart. When a trigger operation on the level introduction control is received, the computer device displays a probability distribution details window.

[0313] In the probability distribution details window, at least two probability distributions are displayed in the form of a numerical list. Each probability value in each probability distribution corresponds to a two-tuple, and the two-tuple includes the level and the card quality.

[0314] Each probability value represents the probability of obtaining a card of a certain quality at a given player level. For example, a probability value of 50% indicates the probability of obtaining a card of quality A at a player level of 1; a probability value of 30% indicates the probability of obtaining a card of quality B at a player level of 1; a probability value of 20% indicates the probability of obtaining a card of quality C at a player level of 1, and so on.

[0315] In turn-based chess games, the current object needs to have a detailed understanding of the hand resources that can be obtained at each stage during the game. Therefore, global information (the global information is used to indicate the probability of obtaining cards of various card qualities at various player levels) cannot be obtained only through the probability visualization chart displayed in the game interface. In the embodiment of the present application, the global probability distribution information is stored in the probability visualization chart, that is, the current object triggers the probability visualization chart to obtain global information. The probability values ​​are displayed in layers according to different browsing requirements. In the first layer, the current object only needs to display the probability of obtaining cards of the card quality that can be obtained at the current player level. In order to further improve the efficiency of the current object in obtaining information, at least one probability value that needs to be displayed in the first layer is presented in the form of a chart; in the second layer, the current object cannot obtain global information based on the chart displayed in the first layer. Therefore, the probability of obtaining cards corresponding to various card qualities at all player levels is displayed in the form of a specific numerical list, reducing the complexity of the interface content display.

[0316] In order to further emphasize the probability value corresponding to the current level in the probability distribution details window, the computer device highlights the probability value corresponding to the current level. The highlighting method includes but is not limited to any one of the following methods.

[0317] The first method highlights the probability value corresponding to the current level. Since multiple probability distributions are displayed in the form of a numerical list, the probability distribution of each level is treated as an independent unit in the numerical list. This independent unit can be arranged vertically or horizontally. Therefore, the terminal determines the current player level and the probability distribution corresponding to the current level, and increases the display brightness of the content in the row or column corresponding to the current level in the numerical list. The displayed content includes at least one of the following: card quality, current player level, and probability value included in the probability distribution.

[0318] The second method is to bold the probability distribution corresponding to the current level; bold the display content of the row or column corresponding to the current level in the value list.

[0319] The third method is to flash the probability distribution corresponding to the current level; play the flashing animation of the display content corresponding to the row or column corresponding to the current level in the value list according to the preset frequency.

[0320] The fourth method is to frame the probability distribution corresponding to the current level; perform a frame selection operation on the row or column corresponding to the current level, and add a wireframe to the boundary of the row or column. The color, texture and style of the wireframe are not limited in this application.

[0321] Fifth, changing the display style of the probability distribution corresponding to the current level, which includes at least one of a display font, display color, and text style. The display style for the row or column corresponding to the current level is a first display style, and the display style for the levels other than the current level is a second display style, where the first and second display styles are different.

[0322] In the above embodiment, the probability of obtaining cards of at least one card quality is packaged into a two-layer interface for display. In the first layer interface, only the probability visualization chart is displayed, so that the current object has an intuitive and efficient preliminary understanding of the probability of obtaining cards of at least one card quality at the current chess player level; if the current object has the intention to further understand the probability based on the probability visualization chart, the probability visualization chart is directly triggered to display the second layer interface, and the second layer interface fully displays the probability values ​​of cards of all card qualities at all chess player levels.

[0323] In another optional embodiment, the interface display method corresponding to the above steps 510 and 520 may be further refined, and the display method of the probability value may be packaged into a three-layer interface.

[0324] In turn-based chess games, there is a main game interface. The main game interface is in the game phase and the current object does not trigger the display of any other superimposed interface. In other words, the main game interface only includes one layer of display interface.

[0325] In the first-level interface, the main game interface includes a level view control, which is used to view at least one of the skill information, level information, and probability information corresponding to the current player level. A first probability visualization chart is displayed in the level view control, and the first probability visualization chart includes at least one first chart unit. The at least one card quality includes the card quality of the cards that the current player can obtain at the current player level, and the at least one first chart unit corresponds to the at least one card quality. Optionally, the first probability visualization chart displays the at least one card quality in the form of discrete columnar units, each columnar unit representing a card quality, the fill color of the columnar unit is consistent with the card quality color corresponding to the card quality, and the size and area of ​​the columnar unit are positively correlated with the acquisition highlight corresponding to the card of the card quality.

[0326] In the second layer interface, in response to receiving a trigger operation on the level view control, the computer device displays a level upgrade window, which includes a second probability visualization chart. The second probability visualization chart can be implemented as the probability visualization chart in the above step 410.

[0327] In the third layer interface, in response to receiving a trigger operation on the second probability visualization chart in the level upgrade window, a probability distribution details window is displayed.

[0328] With reference to Figure 20 , Figure 20 illustrates a schematic interface corresponding to the display method provided in an embodiment of the present application. Part (A) of Figure 20 illustrates the main game interface, in which a level view control 200 is displayed. The level view control 200 includes three columns, each representing the three qualities of cards available at the current player level.

[0329] After the current player clicks the Level View control 200, a Level Up window 201 is displayed in the main game interface. Part (B) of FIG20 illustrates the main game interface displayed after the Level View control 200 is triggered. Level Up window 201 includes a bar visualization chart 202, which includes three bar cells, each of which is filled with a color corresponding to the quality of the card. After the current player clicks the bar visualization chart 202, a Probability Distribution Details window 203 is displayed, which displays the probability of obtaining cards of various qualities at all player levels.

[0330] A level upgrade window 201 is superimposed on the main game interface, triggering a bar visualization chart 202. A probability distribution details window 203 is superimposed on the main game interface to form a new game interface. In the new game interface, the display logic layer of the level upgrade window 201 is consistent with the display logic layer of the probability distribution details window 203, that is, the two windows are displayed at the same level, but the display logic layer of these two windows is higher than the display logic layer of the main game interface.

[0331] FIG21 shows a flow chart of another interface display method provided in an embodiment of the present application. The method is executed by a computer device and includes steps 610 and 620.

[0332] Step 610: Display the upgrade control.

[0333] Optionally, the Level Upgrade window displays an upgrade control for increasing the current player's level. At the beginning of a game, the player's level is 1. As the game progresses, the player's level increases. There are two ways to increase the player's level.

[0334] The first is that the current object consumes virtual resources in a turn-based chess game to increase the player level, such as consuming energy points to increase the player level. In an embodiment of the present application, at the beginning of a game, the current object has a specified number of energy points. The current object uses energy points to obtain virtual resources required for the game, and uses energy points to generate a gain or loss effect on the game. The virtual resources include hand cards. In the first round of the game (that is, the preparation stage corresponding to the beginning of the game), a specified number of energy points are automatically obtained, and the current object consumes energy points to play cards. After the subsequent game stages are completed, the current object can obtain energy points that are positively correlated with the player level.

[0335] The second type is that as the game progresses, the turn-based chess game client automatically increases the current player level.

[0336] Step 620: In response to the triggering operation on the upgrade control, dynamically adjust the probability visualization chart to obtain an updated probability visualization chart.

[0337] As can be seen from the above content, the main game interface displays a level viewing control. After triggering the level viewing control, the level upgrade window is displayed; the level upgrade window displays a probability visualization chart and upgrade controls.

[0338] Because the probability of obtaining cards of different qualities varies at different levels, the corresponding probability visualization charts are also different. Therefore, when the upgrade control is triggered, the computer device needs to dynamically adjust the probability visualization chart corresponding to the current player level to obtain an updated probability visualization chart. The following details the process of dynamically adjusting the probability visualization chart.

[0339] The first adjustment method is to gradually increase or decrease the area proportion of the common chart units in response to the triggering operation of the upgrade control, wherein the common chart units are chart units that exist before and after the current level is upgraded.

[0340] In a possible implementation, for a shared chart unit, the computer device determines the difference in area ratio of the shared chart unit before and after the level upgrade, and thereby increases or decreases the shared chart unit based on the current shared chart unit based on the area ratio difference.

[0341] Optionally, the computer device may determine the area ratio adjustment amount within a unit time period according to the area ratio difference and the dynamic adjustment time period, thereby adjusting the common chart units based on the area ratio adjustment amount within each unit time period.

[0342] Optionally, when dynamically adjusting the shared chart unit, if the shared chart unit is a bar unit, the computer device can adjust the length of the bar unit; if the shared chart unit is a ring unit, the computer device can adjust the arc length of the wake-up unit; if the shared chart unit is a fan-shaped unit, the computer device can adjust the angle of the fan-shaped unit.

[0343] With reference to FIG22 , FIG22 shows a schematic diagram of a dynamic adjustment of a probability visualization chart. As shown in part (A) of FIG22 , the current player level corresponds to the first probability visualization chart 301. After the player level is upgraded, the next player level corresponds to the second probability visualization chart 302. The computer device dynamically reduces the area ratio of chart unit a in the first probability visualization chart 301 to chart unit b in the second probability visualization chart 302, and dynamically increases the area ratio of chart unit c in the first probability visualization chart 301 to chart unit d in the second probability visualization chart 302.

[0344] For the first chart unit, the computer device adds the first chart unit and gradually increases the area ratio of the first chart unit, wherein the first chart unit is a chart unit that is not present before the current level is upgraded but is present after the upgrade.

[0345] In a possible implementation, for the first chart unit, the computer device determines the area ratio of the first chart unit after the level upgrade as the target area ratio, thereby gradually increasing the area ratio of the first chart unit from an area ratio of 0 until reaching the target area ratio.

[0346] Optionally, the computer device may determine an area ratio adjustment amount within a unit time period according to the target area ratio and the dynamic adjustment time period, thereby increasing the first chart unit based on the area ratio adjustment amount within each unit time period.

[0347] In some embodiments, the computer device determines a new location of the first chart unit in the probability visualization chart based on a preset sorting rule of the chart units, and thus adds the first chart unit at the new location.

[0348] With reference to FIG. 22 , as shown in portion (B) of FIG. 22 , the current player level corresponds to the third probability visualization chart 303. After the current player level is upgraded, the next player level corresponds to the fourth probability visualization chart 304. The computer device dynamically reduces the area of ​​chart unit e within the third probability visualization chart 303 to chart unit f within the fourth probability visualization chart 304, and adds a new chart unit g within the fourth probability visualization chart 303.

[0349] For the second chart unit, the computer device gradually reduces the area ratio of the second chart unit until the second chart unit disappears (ie, the area ratio is 0), wherein the second chart unit is a chart unit that exists before the current level is upgraded and does not exist after the upgrade.

[0350] In a possible implementation, for the second chart unit, the computer device determines an area ratio of 0 as the target area ratio, thereby gradually reducing the area ratio of the second chart unit starting from the current area ratio until reaching the target area ratio.

[0351] Optionally, the computer device may determine the area ratio adjustment amount within a unit time period according to the area ratio of the second chart unit before the upgrade and the dynamic adjustment time period, thereby based on the area within each unit time period.

[0352] With reference to FIG. 22 , as shown in section (C) of FIG. 22 , the current player level corresponds to the fifth probability visualization chart 305. After the current player level is upgraded, the next player level corresponds to the sixth probability visualization chart 306. The computer device dynamically increases the area of ​​chart unit h within the fifth probability visualization chart 304 to chart unit j within the sixth probability visualization chart 304, and cancels the display of chart unit k within the sixth probability visualization chart 303.

[0353] The second adjustment method: in response to the triggering operation of the upgrade control, play the dissipation animation effect of the probability visualization chart to cancel the display of the probability visualization chart; and, at the position of the probability visualization chart, play the appearance animation effect of the probability visualization chart corresponding to the next level to display the updated probability visualization chart.

[0354] In one possible implementation, the computer device pre-sets appearance and disappearance animations for probability visualization charts corresponding to different levels. During an upgrade, the computer device first plays the disappearance animation for the probability visualization chart corresponding to the previous level, followed by the appearance animation for the probability visualization chart corresponding to the next level. Compared to dynamically adjusting chart elements in real time, playing animations requires less computing resources, thus reducing the computational workload of the computer device.

[0355] In an embodiment of the present application, the probability visualization chart displayed within the game interface is dynamically adjusted during player level upgrades. This dynamic effect allows players to more intuitively understand the changes in the probability of obtaining at least one card quality before and after the upgrade. For example, after a player level upgrade, the probability of obtaining a high-quality card is increased at the next player level, and the corresponding chart cell for the newly added high-quality card is displayed in the probability visualization chart, thereby improving the player's efficiency in obtaining card information.

[0356] With reference to FIG23 , FIG23 shows a flow chart of a level determination method provided in an embodiment of the present application. The method is executed by a computer device. The method includes step 710.

[0357] Step 710: Display the recommended probability visualization chart around the probability visualization chart.

[0358] During a game, the current player can be intelligently recommended a player level. Based on the recommended player level, the current player can decide whether to upgrade their current level, improving their game strategy. The current player can be understood as referring to the aforementioned concepts: player, player object, player object, user account, and player account.

[0359] The recommended probability visualization chart is a probability visualization chart corresponding to the recommended level, and the recommended level is the level recommended based on the current game situation of the object.

[0360] In some embodiments, for a turn-based board game, the process of determining the recommendation level is as follows:

[0361] The computer device obtains chess piece information of chess pieces existing in the own chessboard area and card information of cards existing in the hand area; the chess piece information includes chess piece category identification and chess piece position coordinates, and the card information includes card category identification; the computer device inputs the chess piece information and card information into the level prediction neural network to obtain a recommended level.

[0362] After obtaining the chess piece information and card information, the computer device needs to encode the chess piece information and card information to obtain features that can be processed by the level prediction model, that is, to determine the input representation.

[0363] In one possible implementation, for any chess piece present on one's own chessboard area, the computer device encodes the chess piece's chess piece category identifier to obtain a first category representation; encodes the chess piece's chess piece position coordinates to obtain a first position representation; obtains a chess piece representation of the chess piece based on the first category representation and the first position representation; and splices the chess piece representations of each chess piece on one's own chessboard area to obtain a chessboard representation.

[0364] Optionally, the chess piece representation is obtained by concatenating the first category feature and the first position representation.

[0365] In some embodiments, the rank prediction neural network includes a first encoder and a second encoder, the first category feature is encoded by the first encoder, and the first position representation is encoded by the second encoder.

[0366] For any card present in the hand area, the computer device encodes the card category identifier of the card to obtain a second category representation; and concatenates the second category representations of each card present in the hand area to obtain a hand representation.

[0367] In some embodiments, the rank prediction neural network includes a third encoder, and the second category feature is encoded by the third encoder.

[0368] Furthermore, the computer device combines the chessboard representation and the hand representation to obtain an input representation, and predicts a recommendation level based on the input representation.

[0369] In some embodiments, the process of predicting a recommendation level based on an input representation may include:

[0370] 1. Obtain association relationships, which include mapping relationships between different levels and different representation scopes.

[0371] 2. Query to determine the first representation range that the input representation falls into.

[0372] 3. Determine the first level corresponding to the first characterization range as the recommended level.

[0373] 4. Output the recommended level.

[0374] Recommendation level optimization process

[0375] In one embodiment, the recommended rankings generated according to the above method include at least one recommended ranking, i.e., the input representation may fall within the at least one representation range. In one embodiment, the computer device obtains the current ranking of the current object and, based on the magnitude relationship between the current ranking and the at least one recommended ranking, removes from the at least one recommended ranking the recommended player rankings whose rankings are lower than the current ranking.

[0376] Training process of rank prediction neural network

[0377] The rank prediction neural network includes a first encoder, a second encoder, and a third encoder.

[0378] Data preparation: From historical games, obtain each of n players' individual games, for a total of n games. Each of these games corresponds to each of the n players. Each game has a winner and a loser, so the n players can be divided into n1 winners and n2 losers. In turn-based chess games, the highest player level is K.

[0379] For any one of the n players at level i, the chess piece category identifier corresponding to each chess piece on the player's own chessboard area at level i is encoded by a first encoder to obtain multiple sample first category representations, each sample first category representation corresponding to a chess piece; the chess piece position coordinates of each chess piece on the player's own chessboard area at level i are encoded by a second encoder to obtain multiple sample first position representations, each sample first position representation corresponding to a chess piece; the sample first category representations and sample first position representations of the same chess piece are summed to obtain a sample chess piece representation; the multiple sample chess piece representations corresponding one-to-one to multiple chess pieces are spliced ​​to obtain a sample chessboard representation.

[0380] The third encoder encodes the category identifier of each player's hand at level i to obtain multiple sample second category representations, each corresponding to a single hand. These sample second category representations are then concatenated to obtain a sample hand representation. These sample hand representations and the sample board representation are concatenated to obtain a sample input representation. This encoding operation is repeated for n players to obtain n sample input representations.

[0381] Loss Construction Method

[0382] The n sample input representations include n1 victory representations corresponding to the n1 winning players and n2 failure representations corresponding to the n2 losing players. Based on the n1 victory representations and n2 failure representations, m representation triplets are constructed. Each representation triplet includes two victory representations from the n1 victory representations and one failure representation from the n2 failure representations. For example, a representation triplet is represented as (a, p, n), where a represents the first victory representation as the target (anchor), p (positive) represents the second victory representation as the positive sample, and n (negative) represents the first failure representation as the negative sample.

[0383] The first loss is obtained by accumulating the m triple losses corresponding to the m representation triplets; the second loss is obtained by accumulating the K first losses corresponding to the K levels; the first encoder, the second encoder, and the third encoder are trained using the second loss. Optionally, in a turn-based chess game, the upper limit of the player level is 15, so the value of K is 15. Schematically, a triple loss is constructed as follows: L = max(d(a,p) - d(a,n) + margin, 0)

[0384] Where a represents the first victory representation, p represents the second victory representation, n represents the first failure representation, d(a,p) represents the characteristic distance between the first victory representation and the second victory representation, d(a,n) represents the characteristic distance between the first victory representation and the first failure representation, and margin is an adjustable degree coefficient.

[0385] How to generate association relationships

[0386] In the above introduction, the training of the first encoder, the second encoder, and the third encoder has been completed.

[0387] In one embodiment, the game performance of n1 winning players at K levels is input into the encoder again (the encoding process here is the same as the encoding process in the training process described above and will not be repeated here), thereby obtaining updated input representations of the n1 winning players at each level.

[0388] For level i, calculate the cluster centers of the n1 updated input representations as the range center of the i-th representation range; select the updated input representation closest to the cluster center as the first updated input representation; select the updated input representation farthest from the cluster center as the second updated input representation; calculate the distance between the first updated input representation and the cluster center to obtain a first distance, and calculate the distance between the second updated input representation and the cluster center to obtain a second distance; calculate the average of the first and second distances to obtain the radius of the i-th representation range. The i-th representation range can be determined using the range center and radius of the i-th representation range.

[0389] By repeatedly performing the above operation on K levels, K representation ranges can be obtained, and then an association relationship can be obtained. The association relationship includes a mapping relationship between the K levels and the K representation ranges.

[0390] By using chess piece category and position representations, as well as card category representations, the current game situation is fully described, enriching the model's input information dimension and thereby improving the model's prediction accuracy. The level prediction method provided in this application is a level prediction scheme designed for turn-based chess games. It fully considers the game characteristics of turn-based chess games (the presence of both a board area and a hand area), helping to improve the accuracy of recommended levels.

[0391] With reference to FIG24 , FIG24 shows a flow chart of an interface display method provided by an embodiment of the present application. The method is described from the perspective of a player. The method includes steps 900 to 905.

[0392] Step 900: Based on the game situation, the player decides whether to stay at the current player level.

[0393] If the player decides to stay at the current player level, the subsequent step 901 is executed.

[0394] If the player decides not to stay at the current player level, the subsequent step 902 is executed.

[0395] Step 901: Stay at the current player level.

[0396] Players can continue to replace, refresh, and perform other operations on the hand cards in the hand area at the current player level.

[0397] Step 902: Determine whether to upgrade the current player level using the probability visualization chart.

[0398] If the player decides to upgrade the current player level, the subsequent step 903 is executed.

[0399] If the player decides that the current player level does not need to be upgraded, the subsequent step 904 is executed.

[0400] Step 903: The player performs an upgrade operation.

[0401] The player clicks the upgrade control to increase the current player level.

[0402] Step 904: Trigger the probability visualization chart, and the game client displays a probability details introduction interface.

[0403] The probability details interface includes the corresponding acquisition probability of cards of various card qualities at all player levels.

[0404] Step 905: Continue to determine whether the game benefits brought by staying at the current player level are greater than the costs of upgrading.

[0405] If the game benefits are greater than the cost of upgrading, execute step 901.

[0406] If the game revenue brought about is less than the cost of upgrading, step 903 is executed.

[0407] In conjunction with Figure 24, Figure 25 shows a corresponding implementation logic diagram of an interface display provided by an embodiment of the present application. The method includes a user side and a game client side, wherein the game client side includes a presentation layer and a logic layer. The method includes steps 1000 to 1009.

[0408] Step 1000: The player checks the probability ratio of cards of various card qualities based on the game situation and decides whether to upgrade.

[0409] Players check the probability ratio of cards of various card qualities based on the actual situation of the game.

[0410] Optionally, the probability visualization chart corresponding to step 410 and step 420 is displayed in any game interface during the game. The probability size can be quickly determined by the area ratio occupied by each chart unit in the probability visualization chart.

[0411] Step 1001: The player clicks on the level upgrade control, and the game client presentation layer displays a probability visualization chart.

[0412] Step 1002: The player obtains the probability ratio of obtaining cards of various qualities at various player levels through a probability visualization chart.

[0413] Step 1003: The player determines that the information is sufficient based on the probability of obtaining the information and makes a decision.

[0414] Step 1004: Based on the acquisition probability percentage, the player determines that the information is insufficient and needs to further view the upgraded probability visualization chart.

[0415] Step 1005: The player clicks on the probability visualization chart to open the probability details interface.

[0416] Step 1006: The game client presentation layer displays the probability details interface through a panel.

[0417] Step 1007: The player determines to upgrade the current player level.

[0418] Step 1008: The game client receives the operation to upgrade the current player level.

[0419] Step 1009: The game client presentation layer sends the promotion operation to the game client logic layer, and the game client logic layer processes the game match.

[0420] Through the above process, probability values ​​are displayed in the form of a probability visualization chart, providing players with a more concise and efficient probability display module. If players do not need to view probabilities when viewing the interface containing the probability visualization chart, they will be less distracted by the probability information. When players do need to view probabilities, they can achieve more detailed and precise divisions based on the viewing level. If they only want to view a rough probability ratio, the first-level probability visualization chart is a good solution, allowing them to intuitively see the proportions and relationships between the qualities of each card. Further viewing of specific values ​​is generally intended to compare the probability changes between different levels. Clicking the probability visualization chart displays the probability value corresponding to the current player level and the specific change in probability value after upgrading, providing an intuitive before-and-after comparison. By dividing the player's upgrade needs into multiple levels, different probability information is available at different levels, improving the efficiency of user access to card information while reducing the complexity of the interface display.

[0421] Please refer to Figure 26, which shows a structural block diagram of an interface display device provided by an exemplary embodiment of the present application. The device includes a display module 1100.

[0422] A display module 1100 is configured to display a game interface, wherein the game interface includes a probability visualization chart, wherein the probability visualization chart is configured to display at least one card quality, wherein the at least one card quality includes the card quality of the cards available to the current player at the current level;

[0423] The display module 1100 is further configured to display, in the probability visualization chart, a chart unit corresponding to each card quality in the at least one card quality, wherein the area ratio of each chart unit is positively correlated with the probability of the current object obtaining the corresponding card quality, and the area ratio refers to the proportion of the chart unit to the total area of ​​the probability visualization chart, and the at least one chart unit corresponds one-to-one to the at least one card quality.

[0424] In an optional embodiment, the probability visualization chart is a bar chart, and the probability visualization chart is used to display at least two card qualities;

[0425] The display module 1100 is further configured to display, in the bar chart, at least two bar units connected one by one along a specified direction, wherein the at least two bar units correspond one to one with the at least two card qualities;

[0426] The display module 1100 is further configured to display, for a first bar unit among the at least two bar units, a first bar unit having a first length ratio, wherein the magnitude of the first length ratio is positively correlated with a probability of obtaining a first card quality, the first card quality being the card quality corresponding to the first bar unit, and the first bar unit being any one of the at least two bar units.

[0427] In an optional embodiment, as shown in FIG27 , the apparatus further includes an acquisition module 1101 and a drawing module 1102 .

[0428] An acquisition module 1101 is configured to acquire a probability of acquiring the first card quality and obtain a first probability value;

[0429] A drawing module 1102 is configured to determine the first probability value as the first length ratio of the first bar unit; and draw the first bar unit according to the first length ratio;

[0430] The acquisition module 1101 is further configured to determine a first probability range in which the first probability value is located, the first probability range corresponding to a second probability value; and determine the second probability value as a proportion of the first length of the first bar unit.

[0431] In an optional embodiment, as shown in FIG27 , the probability visualization chart is a ring chart, and the probability visualization chart is used to display at least two card qualities;

[0432] The display module 1100 is further configured to display, in the annular chart, at least two annular units connected one by one with the center of the annular chart as the center point, wherein the at least two annular units correspond one to one with the at least two card qualities;

[0433] The display module 1100 is further configured to display, for a second annular unit among the at least two annular units, the second annular unit having a second arc length ratio, wherein the magnitude of the second arc length ratio is positively correlated with a probability of obtaining a second card quality, the second card quality being the card quality corresponding to the second annular unit, and the second annular unit being any one of the at least two annular units.

[0434] In an optional embodiment, as shown in FIG27 , the acquisition module 1101 is further configured to acquire the probability of acquiring the second card quality to obtain a third probability value;

[0435] The drawing module 1102 is further configured to determine the third probability value as the second arc length ratio of the second annular unit; and draw the second annular unit according to the second arc length ratio;

[0436] The acquisition module 1101 is further used to determine a second probability range in which the third probability value is located, where the second probability range corresponds to a fourth probability value; determine the fourth probability value as the second arc length ratio of the second annular unit; and draw the second annular unit according to the second arc length ratio.

[0437] In an optional embodiment, for any one of the at least one chart unit, a fill color of the chart unit is displayed, and the fill color is consistent with the card quality color corresponding to the chart unit.

[0438] In an optional embodiment, as shown in FIG27 , the distribution of the probability of obtaining the at least two card qualities at different levels is different; the display module 1100 is further used to display at least two probability distributions in the form of a numerical list in response to a triggering operation on the probability visualization chart, wherein different probability distributions correspond to different levels, and each probability value in the probability distribution corresponds to a two-tuple, and the two-tuple includes the level and the card quality.

[0439] In an optional embodiment, as shown in FIG27 , the display module 1100 is further configured to highlight the probability distribution corresponding to the current level in the numerical value list.

[0440] In an optional embodiment, as shown in FIG27 , the probability distribution corresponding to the current player is highlighted in the numerical list, including at least one of the following methods: highlighting the probability distribution corresponding to the current level; bolding the probability distribution corresponding to the current level; flashing the probability distribution corresponding to the current level; framing the probability distribution corresponding to the current level.

[0441] In an optional embodiment, as shown in FIG27 , the display module 1100 is further configured to display an upgrade control, wherein the upgrade control is configured to upgrade the current level;

[0442] The adjustment module 1103 is configured to dynamically adjust the probability visualization chart in response to a triggering operation on the upgrade control to obtain an updated probability visualization chart.

[0443] In an optional embodiment, as shown in FIG27 , the adjustment module 1103 is further configured to gradually increase or decrease the area ratio of the common chart units in response to a triggering operation on the upgrade control, wherein the common chart units are chart units that exist before and after the current level is upgraded.

[0444] The adjusting module 1103 is further configured to add a first chart unit and gradually increase the area ratio of the first chart unit, wherein the first chart unit is a chart unit that was not present before the current level is upgraded but is present after the current level is upgraded;

[0445] The adjusting module 1103 is further configured to reduce the area ratio of the second chart unit until the second chart unit disappears, where the second chart unit is a chart unit that exists before the current level is upgraded and does not exist after the current level is upgraded.

[0446] In an optional embodiment, as shown in Figure 27, the playback module 1104 is used to play the dissipation animation effect of the probability visualization chart in response to the triggering operation of the upgrade control to cancel the display of the probability visualization chart; and, at the position of the probability visualization chart, play the appearance animation effect of the probability visualization chart corresponding to the next level to display the updated probability visualization chart.

[0447] In an optional embodiment, as shown in FIG27 , the display module 1100 is further configured to display a recommended probability visualization chart around the probability visualization chart, wherein the recommended probability visualization chart is a visualization chart of the probabilities corresponding to the recommended chess player levels, and the recommended levels are levels recommended based on the game situation of the current object.

[0448] In an optional embodiment, as shown in FIG27 , the acquisition module 1101 is further configured to acquire chess piece information of chess pieces existing in the own chessboard area and card information of cards existing in the hand area;

[0449] The acquisition module 1101 is further configured to input the chess piece information and the card information into a level prediction neural network to obtain the recommended level.

[0450] In an optional embodiment, as shown in FIG27 , the chess piece information includes a chess piece category identifier and chess piece position coordinates, and the card information includes a card category identifier; the acquisition module 1101 is further configured to, for any chess piece present in the own chessboard area, encode the chess piece category identifier of the chess piece to obtain a first category representation; encode the chess piece position coordinates of the chess piece to obtain a first position representation; obtain a chess piece representation of the chess piece based on the first category representation and the first position representation; and concatenate the chess piece representations of the respective chess pieces present in the own chessboard area to obtain a chessboard representation;

[0451] The acquisition module 1101 is further configured to encode the card category identifier of any card present in the hand area to obtain a second category representation; and to concatenate the second category representations of the cards present in the hand area to obtain a hand representation;

[0452] The acquisition module 1101 is further configured to combine the board representation and the hand representation to obtain an input representation; and predict the recommended player level based on the input representation.

[0453] In an optional embodiment, as shown in FIG27 , the acquisition module 1101 is further configured to acquire association relationships, where the association relationships include mapping relationships between different levels and different representation ranges;

[0454] The acquisition module 1101 is further configured to query and determine the first representation range within which the input representation falls;

[0455] The acquisition module 1101 is further configured to determine the first level corresponding to the first representation range as the recommended level;

[0456] The acquisition module 1101 is further configured to output the recommendation level.

[0457] The device provided in an embodiment of the present application displays the probability of obtaining cards of different card qualities within the game in the form of a visual chart, which can intuitively convey the probability ratio of obtaining cards of different card qualities at the current level. Compared to traditional games that display the corresponding acquisition probabilities of cards of all card qualities in the form of numerical values, simplifying the display of multiple acquisition probabilities corresponding to cards of multiple card qualities in a single visual chart can reduce the display complexity of the game interface, helping to save users the process of performing ratio analysis based on multiple numerical values. Users can quickly understand the relationship between the acquisition probabilities of different card qualities based on the display properties of the chart units, thereby improving the efficiency of users in obtaining card information.

[0458] FIG28 is a schematic diagram illustrating the structure of a server according to an exemplary embodiment. The server 1200 includes a central processing unit (CPU) 1201, a system memory 1204 including a random access memory (RAM) 1202 and a read-only memory (ROM) 1203, and a system bus 1205 connecting the system memory 1204 and the CPU 1201. The server 1200 also includes a basic input / output system (I / O system) 1206 for facilitating information transmission between various components within the server, and a mass storage device 1207 for storing an operating system 1213, application programs 1214, and other program modules 1215.

[0459] The basic input / output system 1206 includes a display 1208 for displaying information and an input device 1209, such as a mouse and keyboard, for user input. Both the display 1208 and the input device 1209 are connected to the central processing unit 1201 via an input / output controller 1210 connected to the system bus 1205. The basic input / output system 1206 may also include an input / output controller 1210 for receiving and processing input from a variety of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1210 also provides output to a display screen, printer, or other types of output devices.

[0460] The mass storage device 1207 is connected to the central processing unit 1201 via a mass storage controller (not shown) connected to the system bus 1205. The mass storage device 1207 and its associated server-readable medium provide non-volatile storage for the server 1200. In other words, the mass storage device 1207 may include a server-readable medium (not shown) such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.

[0461] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media include RAM, ROM, Erasable Programmable Read Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM, Digital Video Disc (DVD) or other optical storage, tape cassettes, magnetic tapes, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer device storage media are not limited to the above-mentioned ones. The above-mentioned system memory 1204 and mass storage device 1207 can be collectively referred to as memory.

[0462] According to various embodiments of the present disclosure, the server 1200 may also be connected to a remote computer device on a network such as the Internet for operation. That is, the server 1200 may be connected to the network 1211 via a network interface unit 1212 connected to the system bus 1205, or the network interface unit 1212 may be used to connect to other types of networks or remote computer device systems (not shown).

[0463] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1201 implements all or part of the steps of the above-mentioned model training method or behavior coding method by executing the one or more programs.

[0464] FIG29 shows a block diagram of a computer device 1300 provided in an exemplary embodiment of the present application. The computer device 1300 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The computer device 1300 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names. Optionally, the computer device 1300 may also be implemented as a movable device, such as a mobile smart terminal such as an in-vehicle terminal.

[0465] Typically, the computer device 1300 includes a processor 1301 and a memory 1302 .

[0466] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1301 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 CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0467] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include a high-speed random access memory and a 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 the memory 1302 is used to store at least one instruction, which is used to be executed by the processor 1301 to implement the model training method or behavior coding method provided in the method embodiment of the present application.

[0468] In some embodiments, computer device 1300 may optionally include a peripheral device interface 1303 and at least one peripheral device. Processor 1301, memory 1302, and peripheral device interface 1303 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1303 via a bus, signal lines, or circuit boards. For example, the peripheral device may include at least one of a radio frequency circuit 1304, a display screen 1305, a camera assembly 1306, an audio circuit 1307, and a power supply 1308.

[0469] The peripheral device interface 1303 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0470] The RF circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1304 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1304 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1304 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1304 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1304 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.

[0471] The display screen 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1305 is a touch screen display, the display screen 1305 also has the ability to collect touch signals on the surface or above the surface of the display screen 1305. The touch signal can be input as a control signal to the processor 1301 for processing. In this case, the display screen 1305 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1305, which is set on the front panel of the computer device 1300; in other embodiments, there can be at least two display screens 1305, which are respectively set on different surfaces of the computer device 1300 or in a folding design; in other embodiments, the display screen 1305 can be a flexible display screen, which is set on the curved surface or folding surface of the computer device 1300. Even more, the display screen 1305 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1305 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0472] The camera assembly 1306 is used to capture images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1306 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0473] The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1301 for processing, or input into the radio frequency circuit 1304 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the computer device 1300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1307 may also include a headphone jack.

[0474] Power supply 1308 is used to power various components in computer device 1300. Power supply 1308 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1308 includes a rechargeable battery, the rechargeable battery can be wired or wirelessly rechargeable. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.

[0475] In some embodiments, the computer device 1300 further includes one or more sensors 1309 , including but not limited to an acceleration sensor 1310 , a gyroscope sensor 1311 , a pressure sensor 1312 , an optical sensor 1313 , and a proximity sensor 1314 .

[0476] The accelerometer 1310 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1300. For example, the accelerometer 1310 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1301 can control the display screen 1305 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1310. The accelerometer 1310 can also be used to collect game or user motion data.

[0477] The gyroscope sensor 1311 can detect the orientation and rotation angle of the computer device 1300. It can also work with the accelerometer 1310 to collect 3D motions of the user on the computer device 1300. Based on the data collected by the gyroscope sensor 1311, the processor 1301 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0478] The pressure sensor 1312 can be installed on the side frame of the computer device 1300 and / or below the display screen 1305. When the pressure sensor 1312 is installed on the side frame of the computer device 1300, it can detect the user's grip signal of the computer device 1300. The processor 1301 can perform left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1312. When the pressure sensor 1312 is installed below the display screen 1305, the processor 1301 controls the operational controls on the UI interface based on the user's pressure operation on the display screen 1305. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0479] Optical sensor 1313 is used to detect ambient light intensity. In one embodiment, processor 1301 can control the display brightness of display screen 1305 based on the ambient light intensity detected by optical sensor 1313. For example, when the ambient light intensity is high, the display brightness of display screen 1305 is increased; when the ambient light intensity is low, the display brightness of display screen 1305 is decreased. In another embodiment, processor 1301 can also dynamically adjust the shooting parameters of camera assembly 1306 based on the ambient light intensity detected by optical sensor 1313.

[0480] Proximity sensor 1314, also known as a distance sensor, is typically located on the front panel of computer device 1300. Proximity sensor 1314 is used to detect the distance between the user and the front of computer device 1300. In one embodiment, when proximity sensor 1314 detects that the distance between the user and the front of computer device 1300 is gradually decreasing, processor 1301 controls display screen 1305 to switch from the screen-on state to the screen-off state. When proximity sensor 1314 detects that the distance between the user and the front of computer device 1300 is gradually increasing, processor 1301 controls display screen 1305 to switch from the screen-off state to the screen-on state.

[0481] Those skilled in the art will understand that the structure shown in FIG. 29 does not constitute a limitation on the computer device 1300 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0482] The present application also provides a computer-readable storage medium, which 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 a processor to implement the interface display method provided by the above method embodiment.

[0483] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the interface display method provided in the above method embodiment.

[0484] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0485] The above description is only a preferred embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application should be included in the scope of protection of the present application.

Claims

1. A method for displaying an interface, the method being executed by a computer device, the method comprising: Displaying a game interface, the game interface including a probability visualization chart, the probability visualization chart being used to display at least one card quality, the at least one card quality including the card quality of cards available to the current player at the current level; The probability visualization chart displays a chart unit corresponding to each card quality of the at least one card quality, wherein an area ratio of each chart unit is positively correlated with a probability of the current object obtaining the corresponding card quality, and the area ratio refers to a proportion of the chart unit to a total area of the probability visualization chart, and the at least one chart unit corresponds one-to-one to the at least one card quality.

2. The method according to claim 1, wherein The probability visualization chart is a bar chart, and the probability visualization chart is used to display at least two card qualities; The displaying of the chart unit corresponding to each card quality of the at least one card quality in the probability visualization chart includes: In the bar chart, at least two bar units are presented that are spliced one by one along a specified direction, and the at least two bar units correspond one to one with the at least two card qualities; For a first bar unit among the at least two bar units, the first bar unit having a first length ratio is displayed, wherein the magnitude of the first length ratio is positively correlated with the probability of obtaining a first card quality, the first card quality is the card quality corresponding to the first bar unit, and the first bar unit is any one of the at least two bar units.

3. The method according to claim 2, wherein: The displaying of the first bar unit having a first length ratio includes: Obtaining a probability of obtaining the first card quality to obtain a first probability value; Determine the first probability value as the first length ratio of the first bar unit; and draw the first bar unit according to the first length ratio; or, Determine a first probability range in which the first probability value is located, where the first probability range corresponds to a second probability value; and determine the second probability value as the first length ratio of the first bar unit.

4. The method according to claim 1, wherein The probability visualization chart is a ring chart, and the probability visualization chart is used to display at least two card qualities; The displaying of the chart unit corresponding to each card quality of the at least one card quality in the probability visualization chart includes: In the annular chart, at least two annular units are presented, which are spliced one by one with the center of the annular chart as the center point, and the at least two annular units correspond one to one with the at least two card qualities; For the second annular unit among the at least two annular units, the second annular unit having a second arc length ratio is displayed, where the magnitude of the second arc length ratio is positively correlated with the probability of obtaining a second card quality, where the second card quality is the card quality corresponding to the second annular unit, and the second annular unit is any one of the at least two annular units.

5. The method according to claim 4, wherein The second annular unit showing a second arc length ratio includes: Obtaining a probability of obtaining the second card quality to obtain a third probability value; Determine the third probability value as the second arc length ratio of the second annular unit; and draw the second annular unit according to the second arc length ratio; or, Determine a second probability range in which the third probability value lies, where the second probability range corresponds to a fourth probability value; determine the fourth probability value as the second arc length ratio of the second annular unit; and draw the second annular unit according to the second arc length ratio.

6. The method according to any one of claims 1 to 5, wherein: The method further comprises: For any one of the at least one chart unit, a fill color of the chart unit is displayed, and the fill color is consistent with a color of a card quality corresponding to the chart unit.

7. The method according to any one of claims 1 to 6, wherein: Different levels have different distributions of the probability of obtaining the at least two card qualities; The method further comprises: In response to a triggering operation on the probability visualization chart, at least two probability distributions are displayed in the form of a numerical list, wherein different probability distributions correspond to different levels, and each probability value in the probability distribution corresponds to a binary group, and the binary group includes the level and the card quality.

8. The method according to claim 7, wherein: The method further comprises: In the numerical value list, the probability distribution corresponding to the current level is highlighted.

9. The method according to claim 8, wherein The highlighting of the probability distribution corresponding to the current level in the numerical value list includes at least one of the following methods: Highlight the probability distribution corresponding to the current level; The probability distribution corresponding to the current level is bolded; Flashing the probability distribution corresponding to the current level; The probability distribution corresponding to the current level is framed.

10. The method according to any one of claims 1 to 9, wherein: The method further comprises: Display an upgrade control, wherein the upgrade control is used to upgrade the current level; In response to a triggering operation on the upgrade control, the probability visualization chart is dynamically adjusted to obtain an updated probability visualization chart.

11. The method according to claim 10, wherein: The dynamically adjusting the probability visualization chart in response to the triggering operation on the upgrade control includes: In response to a triggering operation on the upgrade control, gradually increasing or decreasing an area ratio of a common chart unit, the common chart unit being a chart unit that exists before and after the current level is upgraded; Adding a first chart unit and gradually increasing the area ratio of the first chart unit, wherein the first chart unit is a chart unit that was not present before the current level is upgraded but is present after the upgrade; The area ratio of the second chart unit is reduced until the second chart unit disappears, where the second chart unit is a chart unit that exists before the current level is upgraded and does not exist after the current level is upgraded.

12. The method according to claim 10, wherein: The dynamically adjusting the probability visualization chart in response to the triggering operation on the upgrade control to obtain an updated probability visualization chart includes: In response to a triggering operation on the upgrade control, playing a dissipation animation effect of the probability visualization chart to cancel display of the probability visualization chart; Furthermore, at the position of the probability visualization chart, an appearance animation effect of the probability visualization chart corresponding to the next level is played to display the updated probability visualization chart.

13. The method according to any one of claims 1 to 12, wherein: The method further comprises: A recommended probability visualization chart is displayed around the probability visualization chart, where the recommended probability visualization chart is a probability visualization chart corresponding to a recommended level, and the recommended level is a level recommended based on the game situation of the current object.

14. The method according to claim 13, wherein The method further comprises: Get the chess piece information of the chess pieces in your chessboard area and the card information of the cards in your hand area; The chess piece information and the card information are input into a level prediction neural network to obtain the recommended level.

15. The method according to claim 14, wherein The chess piece information includes chess piece category identification and chess piece position coordinates, and the card information includes card category identification; The step of inputting the chess piece information and the card information into a level prediction neural network to obtain the recommended level includes: For any chess piece on the own chessboard area, encoding the chess piece category identifier of the chess piece to obtain a first category representation; encoding the chess piece position coordinates of the chess piece to obtain a first position representation; generating a chess piece representation of the chess piece based on the first category representation and the first position representation; and concatenating the chess piece representations of the chess pieces on the own chessboard area to obtain a chessboard representation; For any card present in the hand area, encode the card category identifier of the card to obtain a second category representation; and concatenate the second category representations of the cards present in the hand area to obtain a hand representation; Concatenating the chessboard representation and the hand representation to obtain an input representation; Based on the input representation, the recommended chess player level is predicted.

16. The method according to claim 15, wherein The step of predicting the recommended chess player level based on the input representation includes: Acquiring association relationships, where the association relationships include mapping relationships between different levels and different representation ranges; querying to determine a first representation range within which the input representation falls; determining the first level corresponding to the first characterization range as the recommended level; The recommendation level is output.

17. An interface display device, comprising: A display module, configured to display a game interface, wherein the game interface includes a probability visualization chart, wherein the probability visualization chart is configured to display at least one card quality, wherein the at least one card quality includes the card quality of the cards available to the current player at the current level; The display module is further configured to display, in the probability visualization chart, a chart unit corresponding to each card quality of the at least one card quality, wherein an area ratio of each chart unit is positively correlated with a probability of the current object acquiring the corresponding card quality, the area ratio referring to a proportion of the chart unit to a total area of the probability visualization chart, and the at least one chart unit corresponds one-to-one to the at least one card quality.

18. A computer device comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the interface display method according to any one of claims 1 to 16.

19. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the interface display method according to any one of claims 1 to 16.

20. A computer program product, wherein the computer program product stores a computer program, wherein the computer program is loaded and executed by a processor to implement the interface display method according to any one of claims 1 to 16.

Citation Information

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