Method and device for updating resources in auto chess, terminal, and storage medium

By introducing card mechanisms in auto-chess games and obtaining resources by using and deleting virtual card operations, the complexity and randomness of resource update mechanisms in auto-chess games are solved, and the human-computer interaction efficiency and resource acquisition stability are improved.

WO2025167898A1PCT designated stage Publication Date: 2025-08-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Application Number
PCT/CN2025/075763
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-08
Filing Date
2025-02-05
Publication Date
2025-08-14

AI Technical Summary

Technical Problem

In auto-chess games, the threshold for understanding the resource update mechanism is high, the resource acquisition process is cumbersome and has strong randomness, resulting in low human-computer interaction efficiency.

Method used

Introduce a card mechanism to obtain virtual resources by using virtual card operations in the card area, including displaying virtual chess pieces in the board area and consuming resources, or deleting virtual cards to obtain a fixed number of virtual resources, simplifying the process of purchasing traditional stores and preparing for chess pieces.

Benefits of technology

It enriches the resource acquisition methods, improves the stability of resource acquisition and human-computer interaction efficiency, reduces the cumbersome operation of players in the virtual store, and improves the convenience and strategy richness of players to understand the resource redemption process.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and device for updating resources in auto chess, a terminal, and a storage medium, relating to the field of human-computer interaction. The method comprises: displaying an auto chess game screen, wherein the auto chess game screen comprises a board area and a piece area, the board area is used for displaying virtual units for battling, and the piece area is used for displaying unused virtual pieces (1601); when an operation of using a first virtual piece in the piece area is received, displaying, in the board area, a first virtual unit corresponding to the first virtual piece, and reducing a first number of virtual resources, wherein the first number is the number of resources for using the first virtual piece (1602); and when a deletion operation on a second virtual piece in the piece area is received, adding a second number of virtual resources, and deleting the second virtual piece from the piece area (1603).
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Description

Method, device, terminal and storage medium for updating resources in auto chess

[0001] This application claims priority to Chinese patent application number 202410178244.2, filed on February 8, 2024, entitled “Method, device, terminal and storage medium for updating resources in Auto Chess”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, terminal, and storage medium for updating resources in Auto Chess. Background Art

[0003] Auto Chess is a tactical strategy electronic game that requires players to pre-configure and position their characters so that their characters can defeat all enemy characters during the automatic battle in a virtual game.

[0004] In related technologies, players can obtain virtual resources based on the results of virtual games, or by deleting character pieces on the battlefield. Virtual resources are usually associated with the game status of virtual pieces.

[0005] However, the resource update mechanism of the Auto Chess game has a high threshold for understanding. Due to the constraints of the virtual game during the above resource acquisition process, the virtual resources that players can obtain also have a certain degree of randomness. Therefore, the process of players calculating virtual resources is relatively cumbersome, resulting in low human-computer interaction efficiency. Summary of the Invention

[0006] The embodiments of the present application provide a method, device, terminal, and storage medium for updating resources in Auto Chess. The technical solution is as follows.

[0007] In one aspect, an embodiment of the present application provides a method for updating resources in Auto Chess, performed by a computing device, the method comprising:

[0008] Displaying an Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area being used to display virtual chess pieces in play, and the card area being used to display unused virtual cards;

[0009] When a use operation of a first virtual card in the card area is received, a first virtual chess piece corresponding to the first virtual card is displayed in the chessboard area, and a first amount of virtual resources is reduced, where the first amount is a resource consumption of using the first virtual card;

[0010] In the case of receiving a deletion operation on a second virtual card in the card area, a second amount of the virtual resource is increased, and the second virtual card is deleted from the card area.

[0011] On the other hand, an embodiment of the present application provides a device for updating resources in Auto Chess, the device comprising:

[0012] A screen display module, configured to display an Auto Chess game screen, wherein the Auto Chess game screen includes a chessboard area and a card area, wherein the chessboard area is configured to display virtual chess pieces in play, and the card area is configured to display unused virtual cards;

[0013] a chess piece display module, configured to, upon receiving a use operation of a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the chessboard area and reduce a first amount of virtual resources, where the first amount is a resource consumption of using the first virtual card;

[0014] The card deletion module is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of the virtual resource and delete the second virtual card from the card area.

[0015] On the other hand, an embodiment of the present application provides a terminal comprising a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the resource updating method in Auto Chess as described in the above aspects.

[0016] On the other hand, an embodiment of the present application provides a computer-readable storage medium, wherein the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the resource updating method in Auto Chess as described in the above aspects.

[0017] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, the computer instructions are stored in a computer-readable storage medium, a processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in the above aspects.

[0018] In addition to displaying the first virtual chess piece corresponding to the first virtual card in the board area and consuming a first amount of virtual resources by using the first virtual card in the card area, the method provided in this embodiment also enables a resource acquisition process for obtaining a second amount of virtual resources in exchange for the second virtual card by deleting the second virtual card in the card area. This process not only allows the virtual cards in the card area to be used, but also allows the virtual cards to be specifically exchanged for virtual resources, enriching the resource acquisition methods. Compared to the dynamically changing virtual chess pieces during the virtual game, the static exchange relationship between virtual cards and virtual resources is also more stable. Therefore, the second amount of virtual resources obtained through virtual card exchange also has a certain degree of stability, avoiding the problem of excessive randomness in the game process leading to complexity in resource acquisition, facilitating players to more efficiently understand the resource exchange process, and improving the efficiency of human-computer interaction.

[0019] The method provided in this embodiment can, based on the playing characteristics of the cards, eliminate the virtual store in traditional Auto Chess and replace the tedious process of players purchasing the chess pieces they want from dozens of salable chess pieces in the virtual store with a process in which the game system automatically distributes virtual cards to players. This eliminates the need for players to manually select cards, reducing the number of interactive operations required for players to obtain chess pieces and the amount of information users need to process.

[0020] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, which enriches the ways to obtain virtual resources and improves the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which makes it convenient for players to quickly calculate virtual resources, thereby making relevant decisions and further improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 is a block diagram of a computer system of the present application;

[0022] FIG2 is a flow chart of a method for interactively playing a turn-based chess game according to an embodiment of the present application;

[0023] FIG3 is a schematic diagram of an interface of a turn-based chess game provided by one embodiment of the present application;

[0024] FIG4 is a card diagram of a chess piece card provided by one embodiment of the present application;

[0025] FIG5 is a schematic diagram of an effect card provided by one embodiment of the present application;

[0026] FIG6 is a card diagram of an equipment card provided by one embodiment of the present application;

[0027] FIG7 is a card diagram of a chess player card provided by one embodiment of the present application;

[0028] 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;

[0029] FIG9 is a schematic diagram of a player selection interface provided by one embodiment of the present application;

[0030] FIG10 is a schematic diagram of a game interface in the preparation phase according to an embodiment of the present application;

[0031] FIG11 is a schematic diagram of an interface for playing cards in the preparation phase according to an embodiment of the present application;

[0032] FIG12 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0033] FIG13 is a schematic diagram of an upgrade process of an upgrade button provided by one embodiment of the present application;

[0034] FIG14 is a schematic diagram of a game interface during a battle phase according to an embodiment of the present application;

[0035] FIG15 is a schematic diagram of a settlement interface provided by an embodiment of the present application;

[0036] FIG16 is a flowchart of a method for updating resources in Auto Chess provided by an exemplary embodiment of the present application;

[0037] FIG17 is a schematic diagram of a resource update interface using virtual cards provided by an exemplary embodiment of the present application;

[0038] FIG18 is a schematic diagram of a resource update interface in the case of deleting a virtual card provided by an exemplary embodiment of the present application;

[0039] FIG19 is a schematic diagram of a deletion confirmation prompt interface provided by an exemplary embodiment of the present application;

[0040] FIG20 is a schematic diagram of a batch deletion prompt interface provided by an exemplary embodiment of the present application;

[0041] FIG21 is a flowchart showing a method for updating resources in Auto Chess provided by another exemplary embodiment of the present application;

[0042] FIG22 shows a schematic diagram of changes in a personal deck and a global deck provided by an exemplary embodiment of the present application;

[0043] FIG23 shows a schematic diagram showing changes in a personal deck and a global deck provided by another exemplary embodiment of the present application;

[0044] FIG24 shows a schematic diagram of an implementation of a personal deck determination process provided by another exemplary embodiment of the present application;

[0045] FIG25 shows a structural block diagram of an apparatus for updating auto chess resources provided by an exemplary embodiment of the present application;

[0046] FIG26 shows a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[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 achieve the goal. 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 the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" of the virtual 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 game 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 (battle failure) or remain unchanged (battle victory) according to the result 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 is a multiplayer, turn-based competitive game using collectible hero chess pieces. For example, there are eight or six players, each occupying a square on the board. Two of these players face off one-on-one. Each round consists of two phases: a preparation phase, where players purchase chess pieces (heroes) from the store and deploy them on the board. In the battle phase, both teams lock their lineups, and the pieces automatically engage until all of one team's pieces are dead.

[0050] Chessboard: refers to the area in the battle interface of a turn-based chess game used for preparing for and fighting a battle. 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 and can be dragged and placed in the battle area during the preparation phase. The chessboard area provided in the embodiments of the present application does not include the piece candidate area, but only includes the battle area.

[0052] Regarding the arrangement of the chess pieces in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess pieces, where n is an integer multiple of 2, and adjacent rows of chess pieces are aligned, or alternately arranged. Furthermore, the battle area is divided equally into two parts based on rows, namely, a friendly battle area and an enemy battle area. Users participating in the battle are located at the top and bottom of the battle interface, and during the battle preparation phase, users can only place chess pieces in their friendly battle area. In other embodiments, the battle area is divided equally into two parts based on columns, namely, a friendly battle area and an enemy battle area. Users participating in the battle are located at the left and right sides or the top and bottom sides of the battle interface.

[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 read card effects, categorize them, and carry more diverse information.

[0054] Energy: A game resource. In this application, energy is defined as the resource a player uses to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.

[0055] 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 from individual pieces to create higher-quality equipment.

[0056] Player: A virtual character played by the player. Each player has different abilities that can help the player play the game better.

[0057] 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 .

[0058] 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 their attributes, skills, and placement in the battle area.

[0059] 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 the 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 chess pieces in the battle area. Optionally, the chess pieces placed by the first user using the first terminal 110 and the second user using the second terminal 130 are located in different battle areas on the same chessboard, meaning that the first and second users are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user using the first terminal 110 and the second user using the second terminal 130 are located on different chessboards, meaning that the first and second users are on different chessboards in the same game. It should be noted that, in an optional embodiment, a round-based chess game is played by six user accounts. In each round, the six user accounts are matched in pairs, and the two matched user accounts play against each other on the same chessboard in this round.

[0060] 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 device types of the first terminal 110 and the second terminal 130 are the same or different, and the device type includes 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 embodiment is illustrated by taking the example of a terminal including a smartphone. The embodiment of the present application does not limit the number and device type of terminals.

[0061] Only two terminals are shown in FIG. 1 , but in different embodiments, there are multiple other terminals 140 that can access the server 120 .

[0062] First terminal 110, second terminal 130, and other terminals 140 are connected to server 120 via a wireless or wired network. Server 120 comprises at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is configured to provide backend services for clients supporting a three-dimensional virtual environment (e.g., clients for turn-based chess games or Auto Chess).

[0063] In an illustrative example, 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. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124; user account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals 140; battle service module 124 is configured to provide multiple battle rooms for users to engage in battles; and user-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.

[0064] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The 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 all 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 card surface can carry more "labels", "values", "attributes", "entry effects" and other information than virtual chess pieces, thereby improving the utilization efficiency of the display area where the card is located.

[0065] FIG2 shows a flow chart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application. The method is executed by a computing device. This embodiment uses the method executed by a terminal as an example, where a client supporting turn-based chess games is running on the terminal. The method includes:

[0066] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area, wherein the card area displays at least one card;

[0067] The game interface is used to execute turn-based chess games between two player objects. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.

[0068] With reference to Figure 3, the game interface includes a chessboard area 10 and a card area 11. The chessboard area 10 is used to accommodate at least one own chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array, and these chess squares 12 are always displayed or only displayed at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. The three-dimensional chessboard in this article means that the chessboard is located in a three-dimensional environment, not that the chessboard itself must be in a three-dimensional form. The card area 11 is used to display at least one card held or dealt to the own player object. The at least one card includes at least one of a card automatically drawn or dealt to the own player object by the background program, a card obtained by playing certain cards with a draw effect, and a player card obtained by the player's skills. The multiple cards may have an upper limit on the number. Optionally, the plurality of cards are arranged in a fan-shaped pattern within the card area 11. The order of arrangement may 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, and when the upper limit is exceeded, the excess cards are discarded. The player object may play all or part of the cards in each battle round. Optionally, the player object may also replace all or part of the cards in each battle round. Optionally, different cards may have different card types. Different card types may have different battle preparation functions.

[0069] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.

[0070] 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;

[0071] 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.

[0072] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). Initially, there may be zero local chess pieces on the board. Players on the board can add, remove, or replenish the board. Any local chess pieces that survived the previous round are automatically carried over to the next round.

[0073] The display state of a selected card differs from that of an unselected card. Optionally, the selected card has a highlighting effect, including: a bold border, a highlighted border, a dynamic border, and its placement in the card queue shifted a preset distance toward the board area. Preparation operations include at least one of: adding a player, reducing a player, upgrading a player, adding equipment to a player, removing equipment from a player, or increasing a buff effect on a player. Because different card types have different effects, a preparation operation is performed on at least one player in the board area based on the type of the selected card. During the preparation phase, the player object prepares at least one player in the board area, and the enemy player object prepares at least one enemy player in the board area.

[0074] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.

[0075] The automatic battle between your own and enemy chess pieces on the chessboard area does not require manual control by your own player object. Instead, the client or server automatically controls the battle between the two chess pieces based on factors such as the chess piece's position on the board, its attributes, its level, its skills, its attributes, and the joint enhancement properties between the pieces, until all of one side's pieces are killed. Both your own and enemy player objects have health points. After the round ends, a portion of the health points of the losing player object will be deducted. This portion can be determined based on the number of remaining chess pieces on the winning side, or it can be a fixed value, which is not limited in this embodiment.

[0076] In summary, the introduction of a "card" mechanic into turn-based chess games streamlines and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a virtual shop. Players no longer need to repeatedly interact between multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete the acquisition, upgrade, and battle of chess pieces. The traditional chess piece purchasing process, which required users to actively select chess pieces, has been replaced by a passive receipt of distributed cards. The game system takes over some of the user's tedious operations, and users only need to use the same card playing operations as in card games to complete various battle preparation operations, thereby improving the efficiency of human-computer interaction. This is especially true when playing turn-based chess games on small-screen terminals such as mobile phones or tablets. Players can complete various battle preparation operations based on the limited operations in the card area, significantly improving the efficiency of human-computer interaction compared to traditional auto chess.

[0077] Classification of card types:

[0078] Optionally, the card type includes at least one of a chess piece card, an effect card, an equipment card, and a chess player card.

[0079] Chess Cards:

[0080] 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.

[0081] The chess piece image 21 can be at least one of a headshot, icon, bust, full-length portrait, and animation of a virtual chess piece. FIG4 illustrates a case where the chess piece image 21 is a bust of a virtual chess piece. 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's name. The energy value 23 is an integer representing the energy consumed when the chess piece card is played. Energy is a resource in turn-based chess games. Optionally, cards of different qualities consume varying amounts of energy when played. The chess piece type 24 is a categorical attribute that identifies the role a chess piece plays during combat. In one example, different chess pieces can be classified as at least one of the following: tank, warrior, assassin, mage, shooter, and support. The faction is a categorical attribute that identifies chess pieces belonging to the same chess group in the virtual worldview. While the chess piece type and faction can be considered the same categorical attribute, this embodiment uses the chess piece type and faction as different categorical attributes.

[0082] The level 25 that the chess piece promotes after the card is played refers to the level of the chess piece that the existing chess piece with the same name is promoted to after the card is played. For example, if the level 25 is level 3 and the chess piece with the same name was originally level 2, then after the card is played, the chess piece with the same name is promoted to level 5. Alternatively, cards of different qualities promote the different levels of the chess piece with the same name after playing. For example, the levels of five different qualities of cards that promote the chess piece with the same name after playing are respectively 1, 2, 3, 4, and 5. The additional effect description 26 of the chess piece is the effect description of the additional effect that the chess piece has. This additional effect can be triggered to take effect when playing, or it can be effective when a certain trigger condition is satisfied during the battle.

[0083] Effect Cards:

[0084] 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, card acquisition processes, and more. 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.

[0085] The effect icon 31 can be an icon used to represent the gain effect of the effect card. Figure 5 uses an icon with a hexagonal outer frame as an example. The effect name 32 is the name of the effect card or the name of the gain effect. The energy value 33 refers to the energy value required to play the effect card, and the energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when playing. The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effects of the effect card include but are not limited to at least one of the following:

[0086] 1. Enhance the probability and / or quantity of your players obtaining chess cards; 2. Enhance the probability or quantity of your players obtaining chess cards with the same name associated with the chess pieces on the field; 3. Reduce the energy required for your players to obtain chess cards; 4. Increase the quantity of chess cards exchanged by your players; 5. Reduce the energy required for your players to exchange chess cards; 6. Improve the chess level of at least one chess piece on the field; 7. Add equipment to at least one chess piece on the field; 8. Improve the equipment level of at least one chess piece on the field; 9. Reduce the energy consumption when playing / changing cards; 10. Increase the probability of obtaining certain cards; 11. Increase the quantity of certain cards obtained; 12. Increase the chance of exchanging cards, and so on. I will not go into details one by one. 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 1 card with the same name as the hero on the field, etc.

[0087] 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; faction effect cards are effect cards whose attributes are related to faction. For example, a piece-type effect card has a certain chance of being obtained only when a piece card of that piece type is played.

[0088] Equipment Cards:

[0089] 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.

[0090] The equipment icon 41 can be an icon used to represent the image or effect of the equipment. Figure 6 illustrates an example of an icon with a circular outer frame. The equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capabilities of one's own pieces, or weaken the combat capabilities of enemy pieces, in terms of health, armor, defense, mana, and other dimensions. The energy value 43 refers to the energy required to play the equipment card. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy to play. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy values ​​of different cards may be adjusted regularly or irregularly based on game balance. The equipment description 44 of the equipment card describes the effect of the equipment after being worn.

[0091] Chess player cards:

[0092] 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.

[0093] 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.

[0094] The card icon 51 can be an icon used to represent a card effect. FIG7 uses an icon with a hexagonal outer frame as an example. The player card name 52 is the name of the player card or the name of the effect. The energy value 53 refers to the energy value required to play the player card, and the energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities require different amounts of energy when playing. Optionally, the energy value consumed by different cards may also be adjusted regularly or irregularly based on game balance. The player card effect description 54 is used to describe the effect that the player card can increase after use. The effect of the player card can be the same or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect scope of the chess piece card, equipment card, or effect card. The effects of chess player cards can also be designed to summon chess pieces, upgrade chess pieces, add equipment, add buff effects, reduce energy consumption, affect the card acquisition process, and any other forms of effects. The effects of chess player cards can be designed to affect any process or details in the game, which is not limited here.

[0095] Based on the introduction of the above four types of cards:

[0096] On the one hand, different types of cards have different functions. Piece cards can eliminate the virtual 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 the respective players. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, the game reduces the number of user interface elements required on the battle interface, simplifies the operation of the player's object, and improves the efficiency of human-computer interaction for the player's object. On the other hand, compared with 3D chess pieces, 2D cards cannot carry textual information well due to the limited textual information they can carry. However, the card characteristics of 2D cards naturally allow them to carry more textual information and icon information. This allows 2D cards to carry more information within the limited display area of ​​small-screen terminals than the 3D chess pieces used in traditional battle preparation, thus improving information transmission efficiency.

[0097] 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.

[0098] How to obtain cards:

[0099] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:

[0100] Obtaining Cards: 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 subsequent rounds will draw 2 cards. Obtaining Cards: 2. Use a preset piece card. Preset piece cards are pieces with additional abilities, such as drawing, adding, or copying cards. For example, a piece card with the same name as a currently playing piece will receive an additional effect card when played. Obtaining Cards: 3. Use a preset effect card. Preset effect cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 4. Use a preset player card. Preset player cards are effect cards with abilities such as drawing, adding, or copying cards. Obtaining Cards: 5. Expend resources owned by your side in exchange, such as expending energy to draw or exchange. Obtaining Cards: 6. Upgrade your player avatar's player level. Upgrading your player level unlocks higher-quality cards or a larger number of cards. Acquisition Condition 7: Card pool level upgrade; after the card pool level upgrades, higher quality or larger quantities of cards can be unlocked. Acquisition Condition 8: Card purchase operation. Acquisition Condition 9: Preset player skills are triggered. Preset player skills are passive skills that have effects such as extracting, adding, or duplicating cards. It should be noted that the above acquisition conditions can be combined. The acquisition conditions for different types of cards can be completely different, completely the same, or some conditions are the same and some are different.

[0101] 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. The method is executed by a computing device, and this embodiment is illustrated by an example of the method being executed by a terminal. The method includes:

[0102] Player selection phase:

[0103] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;

[0104] Before each game begins, the player character selects the desired player virtual character. Different player virtual characters have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors. In some embodiments, different player skills may have their own passive triggering mechanisms to allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, a treasure player card will be obtained. The effect of this treasure player card is: consume 1 energy point and increase the level of a designated player in the chessboard area by 2. As shown in Figure 9, before starting a game, a player selection interface is displayed. This player selection interface displays the six player virtual characters selected by the player object. Optionally, the player virtual character 61 selected by the player object will be highlighted. Taking the case where the player object is player object 4 as an example, the virtual chess player character selected by player object 4 will be highlighted in a standing, enlarged and centered foreground manner, and the virtual chess players selected by other player objects will be displayed normally in a sitting position, normal size and distributed on both sides.

[0105] The player selection interface displays several candidate player avatars 62, for example, Candidate Players 1 to 5. You can view other candidate players by swiping left or right, or click the "All" button 63 to view all candidate players. Also displayed on the player selection interface are player skill buttons 64. In response to clicking the player skill button 64, the name and effect description of the currently selected player avatar's skill can be viewed in a pop-up window on the right. Optionally, messages sent by other players are displayed at the top of the player selection interface, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a send button for text messages, a speaker off / on button, and a microphone off / on button. After the player object's selected player avatar is confirmed, the player object can click the "Confirm" button 65 to enter the ready state. The n player objects participating in a game match perform turn-based combat between each other. Each round includes a preparation phase and a battle phase.

[0106] Preparation phase for each round:

[0107] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a card area;

[0108] 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 card area 11 is used to display at least one card held by the 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 card area 11 is 0.

[0109] Optionally, attribute information for the n player objects participating in the current game is also 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 swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The swap button 14 is used to replace one or more cards in the card area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.

[0110] Optionally, an energy control 16 is also displayed in the upper right corner of the game interface, and the energy control 16 is used to display the energy value of the player object. Energy is a game resource that may be needed in various stages of the game.

[0111] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;

[0112] Card types include at least one of: chess piece cards, equipment cards, effect cards, and player cards. Player objects can perform different preparation operations by playing different chess piece cards. This step includes at least one of the following steps: Step 362: In response to playing a chess piece card, perform a preparation operation related to at least one player's chess piece in the chessboard area; Step 364: In response to playing an equipment card, equip all or part of at least one chess piece with virtual equipment; Step 366: In response to playing an effect card, perform a preparation operation to add an effect to at least one factor in the game; Step 368: In response to playing a player card, perform a preparation operation related to at least one factor in the game.

[0113] Since the battle situation in each round of turn-based battle is different, the cards of each player object are different, and the playing habits of each player object are different, 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.

[0114] Regarding step 362 (chess card):

[0115] In some embodiments, the cards located in the card area include a first chess piece card. In response to a play operation on the first chess piece card, a first own chess piece is added to the chessboard area, where the first own chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first own chess piece is a chess piece that has not been summoned to the chessboard area. In response to the play operation on the first chess piece card, at least two candidate chess squares are displayed in the chessboard area, along with a first indicator element corresponding to the first chess piece card, where the first indicator element includes at least one of a reduced size of the first chess piece card, the 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. The first candidate chess square is one of the at least two candidate chess squares.

[0116] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.

[0117] Taking the example of the first chess piece card being the fourth card in Figure 10, in conjunction with reference to Figure 11, in response to a drag operation on the first chess piece card, the first own chess piece 17 and the first indicator arrow 18 are displayed. The first own chess piece 17 is a three-dimensional chess piece that slides following the real-time position of the drag operation; the starting point of the first indicator arrow 18 is the position of the first chess piece card before it is played, and the end point is the real-time position of the drag operation. When the release position of the drag operation is the first candidate chess square, the first own chess piece 17 is summoned to the first candidate chess square. Based on Figure 11, it can be seen that this interaction method eliminates the chess piece preparation area. The card area takes into account both the acquisition and preparation functions of the chess piece, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.

[0118] In some embodiments, the cards located in the card area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already existing in the board area, the chess piece level of the second local chess piece is upgraded in the board area, where the second local chess piece is the chess piece corresponding to the second chess piece card. The play operation on the second chess piece card can also be a drag operation. However, since the second local chess piece already exists in the board area, the release position of the drag operation can be completed anywhere in the board area, and the drag operation can be performed without the local player object having to precisely drag the second local chess piece.

[0119] Regarding step 364 (equip the card):

[0120] In some embodiments, the cards in the card 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-size equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.

[0121] 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;

[0122] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.

[0123] Regarding step 366 (effect card):

[0124] In some embodiments, the cards in the card 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.

[0125] Effect cards fall into two categories, based on their effects on the players: Type 1: Adds effects to allied pieces within the board area; Type 2: Adds effects to the card acquisition process. Playing a Type 1 effect card adds an effect to at least one allied piece, such as a buff specific to the piece type or a combined buff for at least two pieces of the same faction. Playing a Type 2 effect card adds an effect to the card acquisition process, such as drawing two identical pieces consecutively.

[0126] Regarding step 368 (player card):

[0127] In response to a play operation on a player's card, at least one of the following preparation operations is performed: adding a player's piece, reducing a player's piece, upgrading a player's piece, adding an effect to a player's piece, attaching an item to a player's piece, operations related to card acquisition, operations related to card sales, operations related to card exchange, operations related to subsequent rounds, and operations related to the player's health. During the preparation phase, the player can also use at least one of the following functions: swapping cards, deleting cards, and upgrading the player's level. Swapping: During the preparation phase, the player can swap one or more cards in the card area. Clicking the swap button swaps one or more cards, which consumes energy. For example, cards can only be swapped once per round, but multiple cards can be swapped at once. Unswapped cards consume one energy point each. Deleting: During a play, dragging a card to a designated location deletes or sells it. The resources consumed by the deleted cards cannot be recycled or a portion of them can be recycled or a fixed amount of energy can be recycled. The player object obtains a certain amount of energy in each round. The unused energy in this round can be accumulated in the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and new abilities such as talents and purchasable equipment can be unlocked at the same time. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will be lit. The quality indicator can be a small rounded rectangle as shown in Figure 12, for example, or it can be other shapes or forms. For example, when the player object is at player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 are unlocked respectively.

[0128] The battle phase of each round:

[0129] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;

[0130] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. 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 one chess piece is eliminated.

[0131] 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.

[0132] Battle settlement phase:

[0133] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.

[0134] Both the player object and the enemy player object have health points. After the round ends, a portion of the health points of the losing player object will be deducted. This portion 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. When the health points are deducted to zero, the player is eliminated from the current game. If the health points have not yet been deducted to zero, the next round of turn-based battle in the current game begins, and the player continues to fight one of the n player objects until they are eliminated, or they win the current game as the last player to be eliminated. In some embodiments, the damage settlement is determined based on the number of chess pieces remaining on the winning side. Figure 14 shows an animation effect of the health points of the player object 61 when the losing side has only one enemy chess piece 19 remaining. A health progress bar can be displayed above the head of the chess piece avatar 61.

[0135] 15 , the settlement interface displays the settlement information of the current game, including player rankings, players used by each player, lineups, and piece types.

[0136] The method provided in this embodiment can eliminate the virtual 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.

[0137] The method provided in this embodiment can eliminate 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 difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.

[0138] Figure 16 shows a flowchart of a method for updating resources in Auto Chess provided by an exemplary embodiment of the present application. The method is executed by a computing device and includes the following steps.

[0139] Step 1601: Display the Auto Chess game screen. The Auto Chess game screen includes a chessboard area and a card area. The chessboard area is used to display virtual chess pieces in battle, and the card area is used to display unused virtual cards.

[0140] In some embodiments, a virtual chess piece refers to a character piece that can move and attack autonomously during an Auto Chess game. If the board area is a two-dimensional board, the virtual chess piece is also a two-dimensional piece, displayed as a two-dimensional icon or image. If the board area is a three-dimensional board, the virtual chess piece is also a three-dimensional piece, displayed as a three-dimensional model or image.

[0141] In some embodiments, virtual cards are randomly distributed by the terminal at the start of a game round and are exchanged for virtual chess pieces. Virtual cards are displayed as cards, and the displayed information for the virtual cards may include a name, an icon, the amount of virtual resources consumed when playing, and a card description. In some embodiments, the chessboard area is used to display the layout of the team's chess pieces during the Auto Chess game. The chessboard area has a number of squares that determine the initial position of the virtual chess pieces before the start of a game round.

[0142] In some embodiments, the card area is used to display unused virtual cards. Virtual cards in the card area can be used to redeem virtual chess pieces, virtual equipment, virtual effects, etc. The specific redemption items can be determined based on the card type and card identification of the virtual card. Virtual cards can also be exchanged for virtual resources through deletion operations, and the virtual resources can be used to exchange for virtual cards.

[0143] For example, as shown in FIG17 , an Auto Chess game screen 1710 includes a board area 1701 and a card area 1702. Board area 1701 has no virtual chess pieces in play, while card area 1702 contains unused virtual cards 1703. In Auto Chess game screen 1720 , virtual cards 1703 are being used, and board area 1701 displays virtual chess pieces 1704 in play.

[0144] Step 1602: When a use operation of a first virtual card in the card area is received, a first virtual chess piece corresponding to the first virtual card is displayed in the chessboard area, and a first amount of virtual resources is reduced, where the first amount is the resource consumption of using the first virtual card.

[0145] In some embodiments, the operation of using a virtual card can be a move operation, such as in response to the operation of moving a virtual card to the chessboard area, the virtual card becomes a corresponding virtual chess piece; it can also be a selection operation, such as first selecting a virtual card and then selecting a first placement position on the chessboard area to determine the placement position of the virtual card corresponding to the virtual chess piece; it can also be other operations of using virtual cards to obtain virtual chess pieces, which will not be described in detail in the embodiments of the present application.

[0146] In some embodiments, virtual cards include multiple card types. Optionally, the virtual card types include chess pieces, equipment, and effects. Chess pieces are used to exchange for corresponding virtual chess pieces. The process of exchanging chess pieces for virtual chess pieces consumes a certain amount of virtual resources. The amount of virtual resource consumption is determined by the virtual card.

[0147] Optionally, after consuming virtual resources to redeem chess piece cards to obtain corresponding virtual chess pieces, the virtual chess pieces cannot be restored to chess piece cards, that is, the used virtual cards cannot be returned to the card area for reuse; or, after consuming virtual resources to redeem chess piece cards to obtain corresponding virtual chess pieces, the virtual chess pieces can be restored to chess piece cards; or, after exchanging small virtual resources for chess piece cards to obtain corresponding virtual chess pieces, virtual resources can be obtained by selling virtual chess pieces to obtain chess piece cards, which is not limited here.

[0148] In some embodiments, when a use operation of a first virtual card in the card area is received and the first virtual card is a chess piece card, a first virtual chess piece corresponding to the first virtual card is displayed in the chessboard area.

[0149] Among them, the chess piece card is a card used to adjust the virtual chess piece in the chessboard area, and the first virtual card after use is deleted from the card area.

[0150] Optionally, the chess piece card is a card used to transform into a virtual chess piece in the chessboard area. For example, when the virtual card used is a chess piece card, the chess piece card is transformed and displayed as a virtual chess piece in the chessboard area; or, the chess piece card is a card used to upgrade the virtual chess piece in the chessboard area. For example, the chess piece card corresponds to the virtual chess piece A. If there is a virtual chess piece A on the chessboard area, the virtual chess piece A on the chessboard area can be upgraded based on the process of using the chess piece card. For example, if the original chess piece level is level 2, the chess piece level of the virtual chess piece A can be upgraded to level 3 by using the chess piece card once. This is not limited here.

[0151] Among them, when the virtual card is a chess piece card, the virtual card displays at least one of the following information: the chess piece image, the chess piece name, the energy value consumed when the virtual card is played, the chess piece type or camp to which the chess piece belongs, the level of the chess piece after the card is played, the description of the additional effect of the chess piece, etc.

[0152] Illustratively, a chess piece card is a type of virtual card. The chess piece card is used as a condition for transforming a first virtual card into a first virtual chess piece or for upgrading the first virtual chess piece. Thus, when the first virtual card belongs to a chess piece card, the first virtual chess piece is displayed. At this time, based on the use process of the first virtual card in the card area, the used first virtual card is deleted from the card area to avoid invalid repeated use of the first virtual card.

[0153] The above content describes the display of the first virtual chess piece in the chessboard area based on the type of the first virtual card. The conditional conversion of virtual cards and virtual chess pieces enhances player interactivity, allowing players to experience the dynamic changes of the game while maintaining a certain degree of realism. It also allows players to strategically adjust the status of virtual chess pieces, enhancing the strategic depth of the game and prompting players to consider how to maximize the use of their virtual cards during the game. In addition, the process of deleting used virtual cards from the card area also helps players manage their card resources rationally and effectively avoids the problem of redundant invalid virtual cards in the card area, ensuring game fairness and a clean game interface, while reducing rendering resources.

[0154] In some embodiments, the first virtual card refers to an unused virtual card in the card area that is selected by a use operation. Optionally, the first virtual card may be one or more. That is, the use operation may use a single virtual card to obtain a corresponding single virtual chess piece, or may use multiple virtual cards simultaneously to obtain virtual chess pieces corresponding to each virtual card. After the first virtual card is used, the terminal deletes the first virtual card from the card area and displays the first virtual chess piece in the chessboard area.

[0155] In some embodiments, virtual resources are used to redeem virtual cards. Exemplarily, the virtual resources may be energy, gold coins, or other forms of virtual resources. If the first virtual card is a chess piece, the virtual resources are used to convert the first virtual card into the first virtual chess piece. Virtual cards have a defined resource consumption, which represents the amount of virtual resources required to use the virtual card. Resource consumption varies between virtual cards. It should be noted that virtual resources are consumed when using a virtual card, but not when acquiring a virtual card.

[0156] For example, as shown in FIG17 , in an Auto Chess game screen 1710 , a first virtual card 1703 is an unused chess piece card in a card area 1702 , and the resource quantity of virtual resource 1705 is 2. Upon receiving a use operation on first virtual card 1703 in card area 1702 , as shown in an Auto Chess game screen 1720 , the terminal displays a first virtual chess piece 1704 in board area 1701 , the resource quantity of virtual resource 1705 is 1, and the resource consumption of virtual resource 1705 is 1, i.e., the first quantity is 1, and first virtual card 1703 in card area 1702 disappears.

[0157] Step 1603: When a deletion operation on the second virtual card in the card area is received, a second amount of virtual resources is increased, and the second virtual card is deleted from the card area.

[0158] In some embodiments, the second virtual card is located in the card area. Optionally, the deletion operation on the second virtual card can be a move operation, such as moving the virtual card to the deletion area, or a selection operation, such as selecting the second virtual card and clicking a delete button. This embodiment of the application will not be described in detail.

[0159] In an illustrative example, as shown in FIG18 , a virtual card 1801, a virtual card 1802, a virtual card 1803, and a second virtual card 1804 exist in the card area. The terminal receives an operation to move the second virtual card 1804 to the deletion area, and then the resource quantity of the virtual resource 1805 changes from 1 to 2, with the resource increase being 1. Virtual card 1801, virtual card 1802, and virtual card 1803 remain in the card area.

[0160] The increase in the first resource corresponding to deleting different virtual cards is the same.

[0161] For example, different virtual cards in the card area may have different qualities, and deleting different virtual cards will result in the same first resource increase. This means that deleting a high-quality virtual card will result in the same first resource increase as deleting a low-quality virtual card. For example, a virtual card with a cost of 1 (a resource cost of 1 when used) and a virtual card with a cost of 2 will both receive 1 energy when deleted.

[0162] Different from the virtual chess pieces that are deployed on the chessboard, virtual cards are system-distributed content that is not deployed on the chessboard. Players can use virtual cards to convert them into virtual chess pieces, or they can exchange them for a fixed second amount of virtual resources by deleting virtual cards. Due to the static nature of virtual cards, different virtual cards can be set to correspond to the same increase in the first resource, thereby reducing the randomness of cards in the game and ensuring the predictability of the process of players exchanging resources through virtual cards. This helps players to make more careful plans based on their current card combinations and needs, avoids the problem of distributed virtual cards not being effectively used by players, and helps to balance the value of different types of virtual cards and improve the fairness of the game.

[0163] It should be noted that step 1603 can be executed before step 1602, and the embodiment of the present application does not limit the execution order of step 1602 and step 1603.

[0164] In summary, the method provided in this embodiment can eliminate the virtual store in traditional auto chess based on the playing characteristics of the cards through chess pieces and 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.

[0165] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, enriching the ways to obtain virtual resources and improving the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which makes it convenient for users to quickly implement the virtual resource calculation process, and then efficiently execute related decisions, further improving the efficiency of human-computer interaction.

[0166] Optionally, in addition to obtaining virtual resources by deleting virtual cards, the terminal may also obtain virtual resources by deleting virtual chess pieces. In some embodiments, upon receiving a deletion operation on a first virtual chess piece in a chessboard area, the terminal increases a third amount of virtual resources and deletes the first virtual chess piece from the chessboard area, wherein the increase in the second resource corresponding to deleting different virtual chess pieces is the same, and the increase in the second resource corresponding to deleting virtual chess pieces of different levels is the same, and the increase in the second resource is the third amount.

[0167] In the embodiment of the present application, the level is used to represent the quality of the virtual chess piece. The higher the level, the higher the quality of the virtual chess piece, and the lower the level, the lower the quality of the virtual chess piece. The amount of increase in the second resource when deleting virtual chess pieces of different levels is the same. That is, the amount of increase in the second resource when deleting a high-level virtual chess piece is the same as the amount of increase in the second resource when deleting a low-level virtual chess piece.

[0168] In the above embodiment, when deleting virtual chess pieces, a fixed number of virtual resources are added, so that players and even computing devices do not need to additionally calculate the increase or decrease in the number of virtual resources based on the quality of the virtual chess pieces, which facilitates and quickly implements the calculation process of virtual resources, helps to improve the sense of rhythm of the game, reduces redundant virtual chess pieces on the virtual chessboard, and fully utilizes the effectiveness of virtual chess pieces in replacing virtual resources while improving the display simplicity of the virtual chessboard; in addition, the process of deleting virtual chess pieces and replacing virtual resources can also enhance the changes in the game and the dynamic effects of the game, improve the flexibility and challenge of the game, and can also better ensure the fairness of the game, encourage players to flexibly adjust their tactics, greatly enhance the strategic nature of the game, and help to greatly enhance the strategic depth of the game through a reasonable resource management mechanism, thereby improving the efficiency of human-computer interaction.

[0169] It should be noted that the first resource increase amount of deleting a virtual card in the card area may be the same as or different from the second resource increase amount of deleting a virtual chess piece in the chessboard area, that is, the third quantity corresponding to the first resource increase amount and the third quantity corresponding to the second resource increase amount may be the same or different, and this is not limited here.

[0170] Optionally, when receiving a deletion operation on the first virtual chess piece in the chessboard area, the terminal may perform the following sub-steps.

[0171] Sub-step 1: upon receiving a deletion operation on a first virtual chess piece in the chessboard area and the chess piece level of the first virtual chess piece is greater than a level threshold, displaying first deletion prompt information.

[0172] The first deletion prompt information is information used to prompt that the first virtual chess piece will be deleted. The first deletion prompt information can more intuitively prompt the player to perform a confirmation operation on the deletion process of the first virtual chess piece.

[0173] In a possible implementation, when the terminal receives a deletion operation of the first virtual chess piece in the chessboard area and the chess piece level of the first virtual chess piece is greater than the level threshold, the terminal displays a first deletion prompt information box, which includes "Confirm" and "Cancel" options.

[0174] It should be noted that, when the chess piece level of the first virtual chess piece is less than or equal to the level threshold, the quality of the virtual chess piece is low, the loss caused by deleting the virtual chess piece is small, and the terminal does not need to display a deletion confirmation prompt.

[0175] Sub-step 2: In response to a confirmation operation on the first deletion prompt information, a third amount of virtual resources is added, and the first virtual chess piece is deleted from the chessboard area.

[0176] In one possible implementation, the terminal automatically performs a confirmation operation when the countdown of the first deletion prompt information box is cleared, and then in response to the confirmation operation of the first deletion prompt information, increases a third amount of virtual resources and deletes the first virtual chess piece from the chessboard area.

[0177] In another possible implementation, upon receiving a trigger operation for the "confirm" option, the terminal increases a third amount of virtual resources and deletes the first virtual chess piece from the chessboard area.

[0178] In one illustrative example, as shown in FIG19 , a virtual chess piece 1901 is located on a chessboard area 1900 in an Auto Chess game screen 1910. The chess piece 1902 of the virtual chess piece 1901 is level 3. Upon receiving a deletion operation to move the virtual chess piece 1901 to a deletion area, the terminal determines that the chess piece 1901's chess piece level exceeds the level threshold, based on a backend level threshold of 2. The terminal then displays a first deletion prompt message 1903, as shown in Auto Chess game screen 1920. Subsequently, in response to the confirmation operation, the terminal adds one virtual resource 1904 and deletes the first virtual chess piece 1901 from the chessboard area 1900. As shown in Auto Chess game screen 1930, the number of virtual resources 1904 is now three, and there is no virtual chess piece 1901 in the chessboard area 1900.

[0179] In this embodiment of the present application, when the chess piece level of the first virtual chess piece exceeds the level threshold, the terminal displays a first deletion prompt message, thereby effectively preventing the first virtual chess piece from being accidentally deleted in the event of an erroneous operation on the terminal. By combining the deletion operation with a confirmation operation in response to the first deletion prompt message, the accuracy of deleting the first virtual chess piece is guaranteed. Subsequently, the terminal only adds the third amount of virtual resources after performing the confirmation operation, ensuring that the virtual chess piece deletion process is consistent with the player's intention and improving the accuracy of human-computer interaction operations.

[0180] In some embodiments, the card types of virtual cards also include equipment. Equipment cards are used to equip at least one virtual chess piece with virtual equipment to enhance the virtual chess piece's combat capabilities. When the terminal receives a delete operation for a first virtual chess piece, the first virtual chess piece may or may not be carrying virtual equipment.

[0181] Optionally, the first virtual chess piece may be a virtual chess piece carrying virtual equipment. When the terminal receives a delete operation on the first virtual chess piece in the chessboard area, the terminal adds a third virtual card corresponding to the virtual equipment in the card area, where the third virtual card is an equipment card.

[0182] Optionally, the third virtual card may be a virtual card that does not require the consumption of virtual resources again. Optionally, the terminal may also reduce the amount of virtual resources based on the resource consumption of the third virtual card when the third virtual card is used again.

[0183] The above content describes how, if a virtual chess piece is deleted and equipped with virtual equipment, a third virtual card corresponding to the virtual equipment will be re-displayed in the card area. This process prevents the virtual equipment carried by the deleted virtual chess piece from being wasted. Instead, it is re-entered into the game interaction process by being converted into equipment cards, effectively recycling reusable resources in the game. This allows equipment cards to be fully utilized in different situations and improves resource management flexibility. In addition, this process also helps players flexibly combine equipment cards with other virtual chess pieces to enhance the dynamic changes of the game, improve the player's strategic depth and the sustainability of the game, making the game system more flexible and dynamic, enriching the gaming experience, and improving the efficiency of human-computer interaction.

[0184] In some embodiments, there may be some important virtual cards in the card area. To avoid deletion of important virtual cards due to erroneous operations, the terminal may display a deletion confirmation prompt for the deletion operation of a specific type of virtual card, including the following steps.

[0185] Step 1: When a deletion operation on a second virtual card in a card area is received and the second virtual card belongs to a first type of virtual card, second deletion prompt information is displayed.

[0186] The second deletion prompt information is information used to prompt that the second virtual card will be deleted. The second deletion prompt information can more intuitively prompt the player to perform a confirmation operation on the deletion process of the second virtual card.

[0187] In some embodiments, the first type of virtual cards are virtual cards that cannot be obtained through dealing, drawing, or exchanging cards, or virtual cards that are relatively rare due to a low acquisition rate. The first type of virtual cards can include at least one of equipment cards, player cards, and effect cards.

[0188] In a possible implementation, when the terminal receives a deletion operation on the second virtual card in the card area, and the second virtual card belongs to the first type of virtual card, the terminal displays a second deletion prompt information box, which includes confirmation and denial options.

[0189] Step 2: In response to a confirmation operation on the second deletion prompt information, a second amount of virtual resources is increased, and a second virtual card is deleted from the card area.

[0190] In one possible implementation, the terminal automatically triggers a confirmation operation when the countdown of the second deletion prompt message box is cleared, and then in response to the confirmation operation of the second deletion prompt message, increases the second amount of virtual resources and deletes the second virtual card from the card area.

[0191] In another possible implementation, upon receiving a trigger operation for the "Confirm" option, the terminal increases the second amount of virtual resources and deletes the second virtual card from the card area.

[0192] Optionally, the resource increase amount of the first type of virtual card in the deleted card area may be the same as or different from the resource increase amount of other virtual cards in the deleted card area. For example, if it is expressed as the first resource increase amount, the first resource increase amount is the second amount. This embodiment of the present application is not limited to this.

[0193] In the above embodiment, when the terminal receives a delete operation on a first type of virtual card, the terminal displays a second delete prompt message, and uses the first type of virtual card as a constraint condition for displaying the second delete prompt message to avoid the problem of accidentally deleting the first type of virtual card. The deletion operation and the confirmation operation for the second delete prompt message are combined to improve the accuracy of the deletion operation, ensure that the deletion operation is consistent with the player's intention, and improve the accuracy of human-computer interaction operations.

[0194] In some embodiments, after the terminal receives a delete operation to delete a second virtual card from the card area, a fourth virtual card identical to the second virtual card may still exist in the card area. The terminal can determine the player's intention based on the delete operation on the second virtual card and, if it determines that the fourth virtual card identical to the second virtual card is no longer needed, batch delete the fourth virtual cards. Specifically, this may include the following steps.

[0195] Step 1: If a fourth virtual card identical to the second virtual card exists in the card area, a batch deletion prompt message is displayed.

[0196] In some embodiments, the fourth virtual card refers to a chess piece card that is the same as the second virtual card. Optionally, the fourth virtual card may include a single card or multiple cards, and the fourth virtual card does not include the second virtual card.

[0197] In one possible embodiment, when the terminal receives a delete operation to delete a second virtual card and a fourth virtual card identical to the second virtual card exists in the card area, the terminal displays a batch delete prompt message box, which includes confirmation and denial options. For example, the terminal displays a prompt box including the prompt text "Are you sure you want to batch delete the selected cards?" and option buttons "Yes" and "No."

[0198] Optionally, the fourth virtual card may be another type of virtual card. When the fourth virtual card includes a first type of virtual card, the terminal may continue to display the second deletion prompt box. For example, the terminal displays the second deletion prompt box, which includes prompt text such as "The selected cards include important cards. Do you confirm deletion?" and includes "Yes" and "No" option buttons.

[0199] Step 2: In response to a confirmation operation on the batch deletion prompt information, a fourth amount of virtual resources is added, and a fourth virtual card is deleted from the card area, where the fourth amount is determined based on the amount of the fourth virtual card and the second amount.

[0200] In some embodiments, since each fourth virtual card is the same as the second virtual card, the resource increase amount for deleting each fourth virtual card is the same, such as the first resource increase amount for deleting the virtual card.

[0201] In one possible implementation, the terminal obtains a resource increase amount for deleting all fourth virtual cards based on the number of fourth virtual cards and the first resource increase amount for deleting a single fourth virtual card, and then adds the resource increase amount to the second amount to obtain the fourth amount.

[0202] In one illustrative example, as shown in FIG20 , a virtual card 2001, a virtual card 2002, a virtual card 2003, and a second virtual card 2004 are present in the card area, and the resource quantity of virtual resource 2005 is 1. The terminal receives an operation to move second virtual card 2003 to the deletion area, then determines whether a virtual card identical to virtual card 2003 exists in the card area. If so, it displays a batch deletion prompt 2006. In response to the confirmation operation, the terminal deletes virtual card 2002 and virtual card 2003. The resource increment for deleting a single virtual card is 1, and the resource increment for deleting two virtual cards is 2. Finally, virtual card 2001 and virtual card 2004 remain in the card area, and the resource quantity of virtual resource 2005 is 3.

[0203] In other embodiments, the terminal also enables batch deletion of virtual cards by simultaneously selecting multiple virtual cards. In one possible implementation, in response to a triggering operation for the batch deletion function, the terminal displays card options for virtual cards in the card area. Upon receiving a selection operation for multiple virtual cards and a deletion operation, the terminal batch deletes the selected multiple virtual cards. Optionally, the terminal's batch deletion of multiple virtual cards can be a continuous operation. For example, if the terminal receives a long press operation on a virtual card and then immediately receives a horizontal swipe selection operation, the terminal determines that the multiple virtual cards are batch selected and deleted.

[0204] In the above embodiment, the terminal can perform a batch deletion operation on virtual cards. Specifically, when multiple identical virtual cards exist in the card area, the batch deletion operation allows the user to delete multiple identical cards at once without having to repeatedly perform multiple deletion operations. This greatly improves the efficiency of the deletion operation, especially when the number of cards is large. This can save the user's time and energy, improve the overall user experience, and improve the efficiency of deleting identical virtual cards. In addition, when the user confirms the batch deletion operation, the amount of virtual resources added is calculated based on the number of virtual cards deleted. This gives the player a stronger sense of control and decision-making power over virtual card management and resource allocation, allowing for flexible adjustment of the number of cards and resource usage, thereby improving the efficiency of human-computer interaction.

[0205] In some embodiments, the random nature of virtual card drawing makes it difficult for players to obtain the virtual cards they need, limiting the scope for implementing their strategies. To enhance the diversity of Auto Chess game strategies, the terminal can modify the number of virtual cards in the personal deck based on historical deletion operations, thereby changing the probability of virtual card drawing and making it easier for players to draw the desired virtual cards according to their strategies.

[0206] See Figure 21, which shows a flowchart of a method for updating resources in Auto Chess provided by another exemplary embodiment of the present application. The method is executed by a computing device and includes the following steps.

[0207] Step 2110: Display the Auto Chess game screen. The Auto Chess game screen includes a chessboard area and a card area. The chessboard area is used to display virtual chess pieces in battle, and the card area is used to display unused virtual cards.

[0208] Step 2120: When a delete operation is received on the second virtual card in the card area, a second amount of virtual resources is increased and the second virtual card is deleted from the card area, wherein the increase amount of the first resource is the same for deleting different virtual cards.

[0209] In the embodiment of the present application, the implementation of steps 2110 to 2120 can refer to steps 1601 and 1603, and the embodiment of the present application will not be repeated here.

[0210] Step 2130: Update the card deletion list of the first player account based on the second virtual card. The card deletion list is used to record the virtual card deletion status of the virtual game.

[0211] Schematically, each chess player corresponds to a chess player account, and the first chess player account is the chess player account logged in to the current terminal.

[0212] In some embodiments, when a game between a first player account and other player accounts begins, there is no virtual card deletion in the card deletion list. After the terminal deletes the virtual card, the terminal records the virtual card deletion of the game.

[0213] Optionally, the card deletion list may include card identifiers and deletion counts of historically deleted cards.

[0214] Step 2140: Based on the card deletion list and the global deck, determine the personal deck of the first player account. The global deck is a deck shared by at least two player accounts in the same virtual game.

[0215] In some embodiments, the global deck is used to replenish virtual cards for the first player account during a game round. Specifically, the terminal selects virtual cards from the global deck and performs card distribution. The distributed virtual cards do not exist in the global deck. For example, if an enemy player account is allocated all virtual cards identical to a single virtual card, the global deck does not contain the virtual card, and the first player account cannot be allocated the virtual card.

[0216] In some embodiments, a personal deck is a virtual deck for each player in the same game. The personal deck is based on the global deck, and compared to the global deck, the personal deck lacks all or some virtual cards. When a single virtual card is allocated from the global deck, the number of virtual cards in the global deck is reduced by one, and the virtual card is also deleted from the personal deck. It should be noted that a personal deck does not have a negative number of virtual cards. If the global deck reduces the number of virtual cards that are not in the personal deck, the personal deck remains unchanged.

[0217] In one illustrative example, as shown in FIG22 , global deck 2210 includes four virtual cards 2201, two virtual cards 2202, and three virtual cards 2203, while personal deck 2220 includes three virtual cards 2201, zero virtual cards 2202, and three virtual cards 2203. If the terminal distributes virtual card 2202 to an enemy player, one virtual card 2202 remains in global deck 2210. Since personal deck 2220 has no virtual card 2202, personal deck 2220 remains unchanged.

[0218] Optionally, the terminal can select virtual cards from a personal deck and execute the distribution process, or select virtual cards from a global deck and execute the distribution process. Optionally, the global deck and the personal deck can be a deck of chess cards, a deck of other types of virtual cards, or a comprehensive deck of multiple types of virtual cards.

[0219] In a possible implementation, the terminal removes some virtual cards related to the deletion record from the global deck according to the virtual card deletion recorded in the card deletion list to obtain a personal deck.

[0220] Step 2150: When there is a need to deal cards, allocate virtual cards to the first player account based on the personal deck.

[0221] Optionally, the situation where there is a need to deal cards may include allocating virtual cards to the first player account based on the personal deck at the beginning of a game round.

[0222] Indicatively, the personal deck is the deck corresponding to the first player account. At the beginning of a game round, the card dealing process is implemented based on the personal deck, which can make the virtual cards allocated to the first player account more in line with the current game process, thereby helping the player to make accurate strategic choices based on the current game situation and close combat; allocating virtual cards from the personal deck allows the player to feel that his deck is closely related to the strategy, thereby improving the sense of game immersion, and ensuring a certain degree of predictability when dynamically allocating cards, which is convenient for improving the player's gaming experience, and also enables the terminal to reduce the amount of data processing based on the card distribution process of a small-scale personal deck.

[0223] In one possible implementation, when there is a need to deal cards, the terminal allocates virtual cards to the first player account based on the existence of virtual cards in the personal deck of the first player account, and then synchronously deletes the virtual cards in the global deck and the personal deck.

[0224] The method provided in the embodiment of the present application can filter virtual cards according to the historical deletion of virtual cards to obtain a personal deck. The personal deck is related to the historical game status of the chess player account. Then, by allocating virtual cards from the personal deck, the probability of the player obtaining the required virtual cards is increased, the restrictions of random card drawing on the player's strategy are reduced, and the richness of auto chess strategies is improved.

[0225] Optionally, when a virtual card is deleted, the deleted virtual card will be returned to the global deck and participate in the subsequent distribution of virtual cards, while the deleted virtual card will not appear in the personal deck.

[0226] 23 , global deck 2310 includes four virtual cards 2301, one virtual card 2302, and three virtual cards 2303, while personal deck 2320 includes three virtual cards 2301, zero virtual cards 2302, and three virtual cards 2303. After the terminal deletes a single virtual card in the card area that is identical to virtual card 2302, the number of virtual cards 2302 in global deck 2310 becomes two, while personal deck 2320 remains unchanged.

[0227] In some embodiments, when the card deletion list includes the card identification and deletion number of the historically deleted cards, the historically deleted cards are virtual cards deleted within a historical time period; the terminal deletes the virtual cards in the global deck based on the card identification and deletion number in the card deletion list to obtain the personal deck of the first player account.

[0228] In one possible implementation, the terminal uses the card identifiers of historically deleted cards to delete the virtual cards corresponding to those card identifiers in the global deck according to the number of deletions recorded in the card deletion list, thereby obtaining the personal deck of the current virtual chess player. Identical virtual cards have identical card identifiers. It should be noted that if the number of virtual cards corresponding to a card identifier in the global deck is less than or equal to the number of deletions, the number of virtual cards corresponding to that card identifier in the personal deck is reset to zero.

[0229] In one illustrative example, as shown in FIG24 , card deletion list 2400 records a deletion count of 1 for virtual card 2401, 3 for virtual card 2402, and 2 for virtual card 2403. Global deck 2410 includes four virtual cards 2401, two virtual cards 2402, and three virtual cards 2403. Because the number of virtual cards 2402 in the global deck is insufficient to subtract the deletion count recorded in card deletion list 2400 (i.e., 2-3<0), the number of virtual cards 2402 in personal deck 2420 is reset to zero. There are now three virtual cards 2401 and one virtual card 2403 remaining in personal deck 2420.

[0230] The above describes a process for deleting virtual cards based on a card deletion list, deletion count, and the global deck. This deletion mechanism, based on card ID and deletion count, allows players to selectively delete specific virtual cards from the global deck. This flexible management approach allows players to delete virtual cards based on their needs without affecting other virtual cards that don't need to be deleted, improving management flexibility and helping to avoid unnecessary virtual card accumulation. It also enhances the user's sense of control, increases transparency in the operation process, and allows for the efficient establishment of a personal deck that is more compatible with the player's account.

[0231] Considering that a player's intention in deleting virtual cards may not be to filter out the virtual cards they need, updating the personal deck will reduce the probability of obtaining the virtual cards they actually need. Based on the above reasoning, when the number of deletions corresponding to the card identifier reaches a threshold, the terminal can delete the virtual card represented by the card identifier from the global deck based on the number of deletions, thereby obtaining the personal deck of the first player account.

[0232] In one possible implementation, when a terminal deletes a virtual card, the terminal updates a card deletion list based on the card identifier of the virtual card. The terminal then determines whether the number of virtual cards represented by the card identifier that have been deleted has reached a threshold. If the number of virtual cards corresponding to the card identifier has reached the threshold, the terminal deletes the virtual card represented by the card identifier from the global deck based on the number of deletions, thereby obtaining the personal deck of the first player account.

[0233] In one exemplary example, if the number of virtual cards represented by a terminal's deleted card identifier is 1, the terminal has difficulty determining whether the virtual card is an unnecessary virtual card. The terminal updates the card deletion list, but does not update the personal deck based on the updated card deletion list. If the number of virtual cards represented by the card identifier is 2, and the number threshold is 2, the terminal determines that the number of deletions has reached the number threshold, indicating that the virtual card is not the virtual card the player actually needs and that the probability of obtaining the virtual card needs to be reduced. The terminal then updates the card deletion list and, based on the number of deletions recorded in the updated card deletion list, deletes the virtual card represented by the card identifier from the global deck, thereby obtaining the personal deck.

[0234] The above content describes the process of limiting the number of deletions by a quantity threshold. By setting a quantity threshold, it ensures that the deletion operation will only be executed when the number of virtual cards deleted is reached, avoiding the unnecessary operational burden caused by too frequent deletion operations. Players can decide the timing of deletion based on the actual number of cards, which helps players manage their personal decks more efficiently and flexibly, improve operational accuracy and game strategy, and provide players with a more personalized and intelligent card management experience, thereby improving the efficiency of human-computer interaction.

[0235] Optionally, the first player account can replace unnecessary virtual cards through a card exchange operation, that is, the situation where there is a need to deal cards also includes a card exchange situation.

[0236] In some embodiments, upon receiving a card exchange operation for the fifth virtual card in the card area, the terminal allocates a virtual card to the first player account based on the personal deck and deletes the fifth virtual card from the card area. The card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards.

[0237] In one possible embodiment, in response to the triggering operation of the card exchange button, the terminal selects a virtual card from the personal deck, displays it in the card area, and deletes the virtual card from the personal deck and the global deck. At the same time, the terminal deletes the fifth virtual card in the card area.

[0238] The card swap button is a control used to trigger the card swap operation. Based on the card swap operation, the fifth virtual card can be replaced with other virtual cards, so that a more suitable virtual card can be selected to facilitate the next game process. The card resources in the personal deck can be fully utilized to flexibly respond to various battle needs; the card swap operation also helps players better manage the virtual cards in their hands, avoid unnecessary card accumulation and waste, ensure that players can flexibly optimize their decks, maintain maximum utilization of deck resources, and improve the smoothness of the game.

[0239] Optionally, after deleting the fifth virtual card, the terminal may update the card deletion list based on the fifth virtual card, so as to subsequently redetermine the personal deck and allocate virtual cards to the first player account based on the personal deck.

[0240] In one possible implementation, if the card deletion list includes a card identifier and a deletion count, the terminal updates the deletion count of the fifth virtual card. If the card deletion list does not include the card identifier of the fifth virtual card, the terminal adds the card identifier of the fifth virtual card to the card deletion list and records the deletion count of the fifth virtual card. If the card deletion list includes the card identifier of the fifth virtual card, the terminal increases the deletion count of the fifth virtual card. Optionally, the virtual card assigned by the terminal may be selected from virtual cards other than the fifth virtual card, i.e., different from the fifth virtual card, or may include the fifth virtual card, i.e., the same as the fifth virtual card.

[0241] Regarding the situation different from the fifth virtual card, in one possible implementation, the terminal deletes the fifth virtual card in the card area and all virtual cards in the personal deck that are identical to the fifth virtual card, updates the card deletion list, and then redefines the personal deck and allocates virtual cards from the personal deck.

[0242] Regarding the same situation as the fifth virtual card, in one possible implementation, the terminal increases the deletion quantity of the fifth virtual card in the card deletion list according to the card identifier and quantity of the deleted fifth virtual card, and then redetermines the personal deck and allocates virtual cards from the personal deck.

[0243] In the above embodiment, when the terminal receives a card swap operation, the card deletion list is updated in a timely manner according to the card swap situation, so as to facilitate the subsequent update of the personal deck and ensure the accuracy of the virtual cards in the personal deck; virtual cards are then allocated from the personal deck so that the player can quickly obtain the required virtual cards through the card swap operation, thereby improving the efficiency of virtual card screening and thus improving the efficiency of human-computer interaction.

[0244] In some embodiments, when there is a need to deal cards, the remaining virtual cards in the personal deck may or may not meet the need to deal cards. For example, if there is a single chess card in the global deck and all virtual cards identical to the virtual card in the personal deck have been deleted, the remaining virtual cards in the personal deck will not meet the need to deal cards. In summary, the need to deal cards can include the following two situations.

[0245] Case 1: When there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards, virtual cards are allocated to the first player account based on the personal deck.

[0246] In some embodiments, the remaining virtual cards in the personal deck satisfying the dealing requirement means that the terminal is able to select virtual cards from the personal deck under the dealing rules indicated by the dealing requirement. For example, the terminal determines to allocate chess pieces based on the dealing rules indicated by the dealing requirement, and the presence of chess pieces in the personal deck satisfies the dealing requirement.

[0247] Case 2: When there is a demand for dealing cards and the remaining virtual cards in the personal deck do not meet the demand for dealing cards, virtual cards are allocated to the first player account based on the global deck.

[0248] In some embodiments, the situation where the remaining virtual cards in the personal deck do not meet the dealing requirements means that the terminal is unable to select virtual cards from the personal deck under the dealing rules indicated by the dealing requirements. For example, the terminal determines to distribute chess pieces based on the dealing rules indicated by the dealing requirements, but the virtual cards in the personal deck have been cleared due to a deletion operation. Therefore, the terminal cannot distribute virtual cards from the personal deck, but the chess pieces returned to the global deck due to the deletion operation still exist in the global deck.

[0249] In one possible scenario, the number of virtual cards deleted recorded in the card deletion list is greater than or equal to the number of virtual cards in the global deck, and the number of virtual cards in the personal deck is zero. The terminal can allocate the virtual card from the global deck, but cannot allocate the virtual card from the personal deck.

[0250] For example, there are three virtual cards: a first card, a second card, and a third card. The first card and the second card in the global deck have all been allocated, leaving only two third cards. If the number of deleted third cards in the card deletion list is two, the terminal cannot allocate virtual cards to the first player account based on the personal deck and can only allocate virtual cards based on the global deck.

[0251] Optionally, when there is a demand for dealing cards and the remaining virtual cards in the personal deck do not meet the demand for dealing cards, the terminal may reset the personal deck.

[0252] In one possible implementation, the terminal updates the personal deck to be consistent with the global deck and clears the card deletion list. Subsequently, upon receiving a deletion operation, the terminal updates the card deletion list and subsequently allocates virtual cards to the first player account based on the personal deck when a card is dealt.

[0253] Optionally, when there is a need to deal cards and the remaining virtual cards in the personal deck do not meet the need to deal cards, the terminal can also retain the personal deck so that when the remaining virtual cards in the personal deck meet the need to deal cards, the terminal can continue to allocate virtual cards to the first player account based on the personal deck.

[0254] In the above embodiment, by judging whether the personal deck meets the requirements for dealing cards, virtual cards are allocated to the first chess player account from the personal deck that meets the requirements for dealing cards. If the requirements are not met, virtual cards are allocated to the first chess player account from the global deck. The method of flexibly determining the virtual cards allocated to the first chess player account avoids abnormal dealing due to the lack of virtual cards that can be allocated in the personal deck, ensures the accuracy of issuing virtual cards, and improves the granularity of card management.

[0255] In some embodiments, an Auto Chess game may include an economic mechanism whereby a player's intention in deleting virtual cards may not be to filter out desired virtual cards by deleting unnecessary virtual cards, but rather to increase economic gains. For example, in the first n rounds of a game, where n is a positive integer, if a terminal receives a delete operation for all virtual cards in a card area, it deletes all virtual cards in the card area and replenishes a certain amount of virtual resources based on the amount of virtual resources gained from deleting the virtual cards.

[0256] In the above embodiment, the terminal may misjudge the deletion intention, thereby reducing the probability that the first player account is allocated the required virtual cards.

[0257] In order to determine that the purpose of the virtual card deletion operation is to remove unnecessary virtual cards and obtain the virtual cards actually required by the player, optionally, when the deletion operation of the second virtual card is not in the first n rounds of the game, the terminal can update the card deletion list of the first chess player account based on the second virtual card, where n is a positive integer.

[0258] In one possible implementation, the terminal first determines whether the current player is in the first n rounds of the game. If the current player is in the first n rounds of the game, the terminal does not update the card deletion list; if the current player is not in the first n rounds of the game, the terminal updates the card deletion list of the first player account based on the deleted second virtual card.

[0259] In some embodiments, the first player account may have a first player skill that can be enhanced by deleting the second virtual card. When the first player skill is used, the terminal does not need to update the card deletion list, thereby avoiding reducing the probability of obtaining the virtual card required by the player.

[0260] Optionally, when the first player account does not have the first player skill, the terminal updates the card deletion list of the first player account based on the second virtual card, and the first player skill refers to the skill of obtaining gain by deleting virtual cards.

[0261] Optionally, the aforementioned gains may include economic gains, effect gains, opportunity gains, gains in the number of virtual chess pieces in play or the number of virtual cards in the card area, etc. For example, deleting the second virtual card may gain additional virtual resources, increase skill strength, obtain free card exchange opportunities, increase the upper limit of the number of virtual chess pieces in play or virtual cards in the card area, etc.

[0262] In one possible implementation, the terminal first determines the chess player skills possessed by the first chess player account. If it is determined that the first chess player account possesses the first chess player skills, the terminal does not update the card deletion list. If it is determined that the first chess player account does not possess the first chess player skills, the terminal updates the card deletion list of the first chess player account based on the deleted second virtual card.

[0263] Regarding the method for updating the card deletion list of the first chess player account, in one possible implementation, the terminal queries whether the card identifier of the deleted second virtual card exists in the card deletion list. If the card identifier exists in the card deletion list, the terminal updates the deletion count of the second virtual card. If the card identifier does not exist, the terminal adds the card identifier to the card deletion list and records the deletion count of the second virtual card.

[0264] Optionally, the number of second virtual cards deleted by the terminal may be a single card or multiple cards. The terminal updates the number of deleted cards in the card deletion list according to the number of second virtual cards deleted by the current deletion operation.

[0265] In an embodiment of the present application, the terminal determines whether the player's intention in performing the deletion operation on the second virtual card is to filter out unnecessary virtual cards in order to obtain the required virtual cards by judging the current round of the game or the player skill of the first player account. If the player's intention is determined to be the aforementioned intention, the terminal updates the number of deleted second virtual cards in the card deletion list based on the card identifier and number of deleted second virtual cards, so that it can be used to subsequently update the personal deck, thereby improving the efficiency of virtual card screening and thus improving the efficiency of human-computer interaction.

[0266] 25 , which shows a block diagram of a device for updating auto chess resources provided by an exemplary embodiment of the present application. The device includes the following modules.

[0267] Screen display module 2510, for displaying the Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area is used to display the virtual chess pieces in play, and the card area is used to display unused virtual cards;

[0268] a chess piece display module 2520 configured to, upon receiving a use operation for a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the chessboard area and reduce a first amount of virtual resources, where the first amount represents a resource consumption for using the first virtual card;

[0269] The card deletion module 2530 is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of the virtual resource and delete the second virtual card from the card area.

[0270] Optionally, the first resource increase amounts corresponding to deleting different virtual cards are the same, and the first resource increase amount is the second amount.

[0271] Optionally, the card deletion module 2530 is further configured to, upon receiving a use operation on the first virtual card in the card area, display the first virtual chess piece corresponding to the first virtual card in the chessboard area, when the first virtual card is a chess piece card; wherein the chess piece card is a card used to adjust the virtual chess piece in the chessboard area, and the first virtual card is deleted from the card area after use.

[0272] Optionally, the device also includes a chess piece deletion module, which is used to: upon receiving a deletion operation on the first virtual chess piece in the chessboard area, increase the third amount of virtual resources and delete the first virtual chess piece from the chessboard area, wherein the increase in the second resources corresponding to deleting different virtual chess pieces is the same, and the increase in the second resources corresponding to deleting virtual chess pieces of different levels is the same, and the increase in the second resources is the third amount.

[0273] Optionally, the chess piece deletion module is also used to: display a first deletion prompt message when a deletion operation is received on the first virtual chess piece in the chessboard area and the chess piece level of the first virtual chess piece is greater than a level threshold; in response to receiving a confirmation operation on the first deletion prompt message, increase the third amount of virtual resources and delete the first virtual chess piece from the chessboard area.

[0274] Optionally, the first virtual chess piece carries virtual equipment; the chess piece deletion module is further used to: upon receiving a deletion operation on the first virtual chess piece in the chessboard area, add a third virtual card corresponding to the virtual equipment to the card area, wherein the third virtual card is an equipment card, and the equipment card is a card used to equip at least one virtual chess piece with the virtual equipment.

[0275] Optionally, the card deletion module 2530 is further configured to: upon receiving a deletion operation on the second virtual card in the card area, and when the second virtual card belongs to a first type of virtual card, display a second deletion prompt message; and in response to a confirmation operation on the second deletion prompt message, increase the second amount of virtual resources and delete the second virtual card from the card area.

[0276] Optionally, the card deletion module 2530 is further configured to: display a batch deletion prompt message when a fourth virtual card identical to the second virtual card exists in the card area; and in response to a confirmation operation on the batch deletion prompt message, increase a fourth quantity of virtual resources and delete the fourth virtual card from the card area, wherein the fourth quantity is determined based on the quantity of the fourth virtual card and the second quantity.

[0277] Optionally, the device also includes: a list update module, used to update the card deletion list of the first chess player account based on the second virtual card, and the card deletion list is used to record the virtual card deletion status of the virtual game; a personal deck update module, used to determine the personal deck of the first chess player account based on the card deletion list and the global deck, and the global deck is a deck shared by at least two chess player accounts in the same virtual game; a card allocation module, used to allocate virtual cards to the first chess player account based on the personal deck when there is a need to deal cards.

[0278] Optionally, the card deletion list includes card identifiers and deletion counts of historically deleted cards, where the historically deleted cards are virtual cards deleted within a historical time period; the personal deck update module is further configured to: delete virtual cards in the global deck based on the card identifiers and deletion counts in the card deletion list, to obtain the personal deck of the first player account.

[0279] Optionally, the personal deck update module is further used to: when the deletion quantity corresponding to the card identifier reaches a quantity threshold, delete the virtual card represented by the card identifier from the global deck based on the deletion quantity to obtain the personal deck of the first player account.

[0280] Optionally, the card allocation module is further used to: allocate virtual cards to the first chess player account based on the personal deck when a game round begins.

[0281] Optionally, the card allocation module is further used to: upon receiving a card exchange operation for the fifth virtual card in the card area, allocate virtual cards to the first chess player account based on the personal deck, and delete the fifth virtual card from the card area, wherein the card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards.

[0282] Optionally, the list updating module is further configured to update the card deletion list based on the fifth virtual card.

[0283] Optionally, the card allocation module is further configured to: allocate virtual cards to the first chess player account based on the personal deck when there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards;

[0284] The card allocation module is further configured to allocate virtual cards to the first player account based on the global deck if there is a demand for dealing cards and the remaining virtual cards in the personal deck do not meet the demand. Optionally, the list update module is further configured to update the card deletion list of the first player account based on the second virtual card if the deletion operation on the second virtual card is not within the first n rounds of the game, where n is a positive integer; or to update the card deletion list of the first player account based on the second virtual card if the first player account does not have a first player skill, where the first player skill is a skill that gains benefits by deleting virtual cards.

[0285] In summary, in addition to being able to display the first virtual chess piece corresponding to the first virtual card in the chessboard area and consume a first amount of virtual resources by using the first virtual card in the card area, the resource acquisition process of obtaining a second amount of virtual resources in exchange for the second virtual card can also be achieved by deleting the second virtual card in the card area. This process not only allows the virtual cards in the card area to be used, but also allows the virtual cards to be specifically exchanged for virtual resources, enriching the resource acquisition methods. Compared with the virtual chess pieces that dynamically change during the virtual game, the exchange relationship between the static virtual cards and virtual resources is also more stable. Therefore, the second amount of virtual resources obtained based on the exchange of virtual cards also has a certain degree of stability, avoiding the problem of excessive randomness in the game process leading to complexity in resource acquisition, facilitating players to more efficiently understand the resource exchange process, and improving the efficiency of human-computer interaction.

[0286] The method provided in this embodiment can, based on the playing characteristics of the cards, eliminate the virtual store in traditional Auto Chess and replace the tedious process of players purchasing the chess pieces they want from dozens of salable chess pieces in the virtual store with a process in which the game system automatically distributes virtual cards to players. This eliminates the need for players to manually select cards, reducing the number of interactive operations required for players to obtain chess pieces and the amount of information users need to process.

[0287] The method provided in this embodiment can also obtain virtual resources by deleting virtual cards, which enriches the ways to obtain virtual resources and improves the strategic richness of the auto chess game; and when deleting virtual cards, a fixed number of virtual resources are added, and there is no need to calculate the increase or decrease in the number of virtual resources based on the quality of the virtual cards, which makes it convenient for players to quickly calculate virtual resources, thereby making relevant decisions and further improving the efficiency of human-computer interaction.

[0288] It should be noted that the apparatus provided in the above embodiments is merely exemplified by the division of the above functional modules. In actual applications, the above functions can be distributed among different functional modules as needed, that is, the internal structure of the apparatus can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The implementation process is detailed in the method embodiments and will not be repeated here.

[0289] Please refer to Figure 26, which shows a block diagram of a terminal 2600 according to an exemplary embodiment of the present application. Terminal 2600 may be a portable mobile terminal, such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer IV (MP4) player. Terminal 2600 may also be referred to as user equipment, a portable terminal, or other similar names.

[0290] Typically, the terminal 2600 includes: a processor 2601 and a memory 2602. The processor 2601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The memory 2602 may include one or more computer-readable storage media, which may be tangible and non-transitory. In some embodiments, the terminal 2600 may also optionally include: a peripheral device interface 2603 and at least one peripheral device. The peripheral device interface 2603 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2601 and the memory 2602. In some embodiments, the processor 2601, the memory 2602, and the peripheral device interface 2603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2601, the memory 2602, and the peripheral device interface 2603 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.

[0291] An embodiment of the present application also provides a computer-readable storage medium, which stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the resource updating method in Auto Chess as described in the above embodiments.

[0292] An embodiment of the present application also provides a computer program product, which includes computer instructions, which are stored in a computer-readable storage medium. A processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in the above embodiments.

[0293] The above description is merely an optional 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 shall be included in the scope of protection of the present application.

Claims

1. A method for updating resources in Auto Chess, executed by a computing device, the method comprising: Displaying an Auto Chess game screen, the Auto Chess game screen including a chessboard area and a card area, the chessboard area being used to display virtual chess pieces in play, and the card area being used to display unused virtual cards; When a use operation of a first virtual card in the card area is received, a first virtual chess piece corresponding to the first virtual card is displayed in the chessboard area, and a first amount of virtual resources is reduced, where the first amount is a resource consumption of using the first virtual card; In the case of receiving a deletion operation on the second virtual card in the card area, a second amount of the virtual resource is increased, and the second virtual card is deleted from the card area.

2. The method according to claim 1, wherein The first resource increase amount corresponding to deleting different virtual cards is the same, and the first resource increase amount is the second amount.

3. The method according to claim 2, wherein: The method of displaying a first virtual chess piece corresponding to the first virtual card in the chessboard area upon receiving a use operation of the first virtual card in the card area includes: When a use operation of the first virtual card in the card area is received and the first virtual card is a chess piece card, the first virtual chess piece corresponding to the first virtual card is displayed in the chessboard area; wherein the chess piece card is a card used to adjust the virtual chess piece in the chessboard area, and the first virtual card is deleted from the card area after use.

4. The method according to any one of claims 1 to 3, wherein: The method further comprises: When a deletion operation is received on the first virtual chess piece in the chessboard area, a third amount of virtual resources is added, and the first virtual chess piece is deleted from the chessboard area, wherein the increase in the second resources corresponding to the deletion of different virtual chess pieces is the same, and the increase in the second resources corresponding to the deletion of virtual chess pieces of different levels is the same, and the increase in the second resources is the third amount.

5. The method according to any one of claims 1 to 4, wherein: The increasing the third amount of virtual resources and deleting the first virtual chess piece from the chessboard area upon receiving a deletion operation on the first virtual chess piece in the chessboard area comprises: When a deletion operation on the first virtual chess piece in the chessboard area is received and the chess piece level of the first virtual chess piece is greater than a level threshold, displaying first deletion prompt information; In response to receiving a confirmation operation on the first deletion prompt information, the third amount of virtual resources is increased, and the first virtual chess piece is deleted from the chessboard area.

6. The method according to any one of claims 1 to 5, wherein: The first virtual chess piece carries virtual equipment; The method further comprises: When a deletion operation is received on the first virtual chess piece in the chessboard area, a third virtual card corresponding to the virtual equipment is added to the card area, where the third virtual card is an equipment card, and the equipment card is a card used to equip at least one virtual chess piece with the virtual equipment.

7. The method according to any one of claims 1 to 6, wherein: The method of increasing a second amount of the virtual resource and deleting the second virtual card from the card area upon receiving a delete operation on the second virtual card in the card area comprises: upon receiving a deletion operation on the second virtual card in the card area, and when the second virtual card belongs to a first type of virtual card, displaying second deletion prompt information; In response to a confirmation operation on the second deletion prompt information, the second amount of virtual resources is increased, and the second virtual card is deleted from the card area.

8. The method according to any one of claims 1 to 7, wherein: After deleting the second virtual card from the card area, the method further includes: If a fourth virtual card identical to the second virtual card exists in the card area, displaying a batch deletion prompt; In response to a confirmation operation on the batch deletion prompt information, a fourth number of virtual resources is added, and the fourth virtual card is deleted from the card area, the fourth number being determined based on the number of the fourth virtual cards and the second number.

9. The method according to any one of claims 1 to 8, wherein: After deleting the second virtual card from the card area, the method further includes: updating a card deletion list of the first player account based on the second virtual card, wherein the card deletion list is used to record virtual card deletion status of the virtual game; Determine a personal deck for the first player account based on the card deletion list and a global deck, where the global deck is a deck shared by at least two player accounts in the same virtual game; When there is a need to deal cards, virtual cards are allocated to the first chess player account based on the personal deck.

10. The method according to any one of claims 1 to 9, wherein: The card deletion list includes card identifiers and deletion counts of historically deleted cards, where the historically deleted cards are virtual cards deleted within a historical time period; Determining the personal deck of the first player account based on the card deletion list and the global deck includes: Based on the card identifiers and the deletion quantity in the card deletion list, the virtual cards in the global deck are deleted to obtain the personal deck of the first player account.

11. The method according to any one of claims 1 to 10, wherein: The step of deleting virtual cards from the global deck based on the card identifiers and the deletion quantity in the card deletion list to obtain the personal deck of the first player account includes: When the deletion quantity corresponding to the card identifier reaches a quantity threshold, the virtual card represented by the card identifier is deleted from the global deck based on the deletion quantity to obtain the personal deck of the first player account.

12. The method according to any one of claims 1 to 11, wherein: When there is a demand for dealing cards, allocating virtual cards to the first chess player account based on the personal card library includes: When a game round begins, virtual cards are allocated to the first player account based on the personal deck.

13. The method according to any one of claims 1 to 12, wherein: When there is a demand for dealing cards, allocating virtual cards to the first chess player account based on the personal card library includes: Upon receiving a card exchange operation for the fifth virtual card in the card area, a virtual card is allocated to the first player account based on the personal deck, and the fifth virtual card is deleted from the card area, wherein the card exchange operation is used to trigger the use of the fifth virtual card to exchange for other virtual cards.

14. The method according to any one of claims 1 to 13, wherein: In the case where a card exchange operation is received for the fifth virtual card in the card area, after allocating virtual cards to the first player account based on the personal deck, the method further includes: The card deletion list is updated based on the fifth virtual card.

15. The method according to any one of claims 1 to 14, wherein: When there is a demand for dealing cards, allocating virtual cards to the first chess player account based on the personal card library includes: When there is a demand for dealing cards and the remaining virtual cards in the personal deck meet the demand for dealing cards, allocating virtual cards to the first player account based on the personal deck; The method further comprises: When there is the demand for dealing cards and the remaining virtual cards in the personal deck do not meet the demand for dealing cards, virtual cards are allocated to the first player account based on the global deck.

16. The method according to any one of claims 1 to 15, wherein: The updating of the card deletion list of the first player account based on the second virtual card includes: If the deletion operation on the second virtual card is not in the first n rounds of the game, update the card deletion list of the first player account based on the second virtual card, where n is a positive integer; or In the case that the first player account does not have a first player skill, the card deletion list of the first player account is updated based on the second virtual card, and the first player skill is a skill of obtaining benefits by deleting virtual cards.

17. A device for updating resources in Auto Chess, the device comprising: A screen display module, configured to display an Auto Chess game screen, wherein the Auto Chess game screen includes a chessboard area and a card area, wherein the chessboard area is configured to display virtual chess pieces in play, and the card area is configured to display unused virtual cards; a chess piece display module, configured to, upon receiving a use operation of a first virtual card in the card area, display a first virtual chess piece corresponding to the first virtual card in the chessboard area and reduce a first amount of virtual resources, where the first amount is a resource consumption of using the first virtual card; The card deletion module is configured to, upon receiving a deletion operation on a second virtual card in the card area, increase a second amount of virtual resources and delete the second virtual card from the card area.

18. A terminal comprising a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the resource updating method in Auto Chess according to any one of claims 1 to 16.

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

20. A computer program product, comprising computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, a processor obtains the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the resource updating method in Auto Chess as described in any one of claims 1 to 16.

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