Information processing method and apparatus, electronic device, and readable storage medium

By adjusting the virtual characters' coordination and skill enhancements and determining tactical coordination in sports competitive games, the terminal device burden caused by the simultaneous actions of multiple virtual characters is resolved, achieving more efficient data processing and energy saving.

WO2025209112A1PCT designated stage Publication Date: 2025-10-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2025/081597
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-03
Filing Date
2025-03-10
Publication Date
2025-10-09

AI Technical Summary

Technical Problem

In sports competitive games, tactical coordination between multiple virtual characters requires simultaneous execution of game actions, resulting in increased data processing volume and excessive power consumption of terminal devices.

Method used

By detecting a second virtual character in the same camp during the attack of the first virtual character, adjusting its cooperation gain skill to a triggered state, and responding to breakthrough control operations in this state, determining breakthrough cooperation tactics, and reducing the game actions performed by the virtual characters to achieve tactical cooperation.

Benefits of technology

It simplifies the complexity of tactical coordination, reduces the data processing volume and power consumption of terminal devices, and improves the control richness and gaming experience of players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides an information processing method and apparatus, an electronic device, and a readable storage medium. During an attack by a first virtual character, in response to detecting that a second virtual character appears in a preset area of the first virtual character, a synergy buff skill held by the first virtual character is adjusted to a triggered state; when the synergy buff skill is in the triggered state, in response to a breakthrough control operation on the first virtual character, a breakthrough synergy tactic used by the first virtual character and the second virtual character is determined; and on the basis of the breakthrough synergy tactic, an additional game buff generated by the synergy buff skill is determined. The present disclosure can simplify the complexity of tactical synergy in a game process and reduce game actions performed by virtual characters to achieve tactical synergy.
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Description

Information processing method, device, electronic device and readable storage medium

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202410406362.4, filed on April 3, 2024, entitled “An information processing method, device, electronic device and readable storage medium”. The entire contents of the Chinese patent application are incorporated herein by reference. Technical Field

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

[0004] With the continuous development of gaming technology, a large number of games with different themes have emerged to meet the needs of players, and sports games are one of them. In related technologies, the scene screen of a sports game running on a terminal device is superimposed with multiple controls, including movement controls and at least one action control. The movement controls can be used to control the movement of a virtual character in a virtual interactive scene, and the action controls are used to control the virtual character to perform corresponding competitive actions.

[0005] Taking sports competitive games such as virtual ball games as an example, during the game, multiple virtual characters in the same camp need to cooperate tactically to complete actions such as ball control, passing, breakthrough, defense, and interception during the game.

[0006] During the game, if multiple virtual characters hope to achieve tactical cooperation, they need to find the right time to cooperate in the game and perform corresponding game actions at the same time to achieve tactical cooperation; and if multiple virtual characters perform corresponding game actions at the same time, the data processing volume of the terminal device will increase instantaneously, and the terminal device will have greater data processing pressure. Summary of the Invention

[0007] In view of this, the purpose of the present disclosure is to provide an information processing method, an information processing device, an electronic device and a computer-readable storage medium, which can simplify the complexity of tactical coordination during the game, reduce the game actions performed by virtual characters to achieve tactical coordination, and thus reduce the data processing volume of the terminal device, thereby reducing the processing burden of the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the terminal device.

[0008] According to a first aspect of an embodiment of the present disclosure, there is provided an information processing method, which provides a virtual scene for virtual characters of different camps to interact in a graphical user interface of a terminal device, wherein the virtual characters of different camps compete with each other for a virtual sphere in the virtual scene. The information processing method includes:

[0009] During the attack of the first virtual character, in response to detecting the presence of a second virtual character within the preset area of ​​the first virtual character, adjusting the cooperation gain skill possessed by the first virtual character to a triggered state;

[0010] When the cooperation gain skill is in a triggered state, responding to a breakthrough control operation on the first virtual character, determining a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character;

[0011] According to the breakthrough cooperation tactics, the additional game gain generated by the cooperation gain skill is determined.

[0012] According to a second aspect of an embodiment of the present disclosure, an information processing apparatus is provided, which provides a virtual scene for virtual characters of different camps to interact in a graphical user interface of a terminal device, wherein the virtual characters of different camps compete with each other for a virtual sphere in the virtual scene. The information processing apparatus includes:

[0013] The state adjustment module is configured to adjust the cooperation gain skill possessed by the first virtual character to a triggered state in response to detecting the presence of a second virtual character in a preset area of ​​the first virtual character during the first virtual character's attack;

[0014] a tactic determination module configured to determine a breakthrough cooperation tactic to be adopted by the first virtual character and the second virtual character in response to a breakthrough control operation on the first virtual character when the cooperation gain skill is in a triggered state;

[0015] The gain allocation module is configured to determine the additional game gain generated by the cooperation gain skill based on the breakthrough cooperation tactics.

[0016] According to the third aspect of an embodiment of the present disclosure, an electronic device is also provided, comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and when the machine-readable instructions are executed by the processor, the steps of the information processing method as described above are performed.

[0017] According to a fourth aspect of an embodiment of the present disclosure, a computer-readable storage medium is further provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information processing method as described above are executed.

[0018] The information processing method, information processing device, electronic device and readable storage medium provided by the embodiments of the present disclosure are as follows: during the attack of a first virtual character, in response to detecting the presence of a second virtual character in a preset area of ​​the first virtual character, the cooperation gain skill held by the first virtual character is adjusted to a triggered state; when the cooperation gain skill is in the triggered state, in response to a breakthrough control operation directed at the first virtual character, the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character are determined; based on the breakthrough cooperation tactics, the additional game gain generated by the cooperation gain skill is determined. In this way, the first virtual character can independently trigger the tactical cooperation with the second virtual character without the second virtual character having to perform a cooperation action, thereby simplifying the complexity of the tactical cooperation during the game, reducing the game actions performed by the virtual characters to achieve tactical cooperation, and thus reducing the amount of data processing of the terminal device, thereby reducing the processing burden of the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the terminal device.

[0019] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0021] FIG1 is a schematic diagram of an information processing system provided by one of the embodiments of the present disclosure;

[0022] FIG2 is a flow chart of an information processing method provided by one of the embodiments of the present disclosure;

[0023] FIG3 is a schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0024] FIG4 is a second schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0025] FIG5 is a third schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0026] FIG6 is a fourth schematic diagram of a graphical user interface provided by one of the embodiments of the present disclosure;

[0027] FIG7 is a schematic structural diagram of an information processing device provided by one of the embodiments of the present disclosure;

[0028] FIG8 is a schematic structural diagram of an electronic device provided by one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0029] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.

[0030] First, a brief introduction to the names involved in the embodiments of this disclosure is given:

[0031] (1) Terminal equipment

[0032] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, a personal digital assistant (PDA), an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0033] (2) Graphical User Interface

[0034] A graphical user interface is a display interface for communication between humans and computers. It allows users to manipulate virtual characters, icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate virtual characters, icons, or menu options on the screen by performing touch operations on the touch screen of a touch terminal, thereby manipulating the virtual character to select commands, start programs, or perform other tasks.

[0035] (3) Virtual Scene

[0036] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Within the game scene, virtual characters can perform actions such as movement and skill usage, controlled by user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, and a three-dimensional virtual interactive scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, with virtual parameters available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.

[0037] (4) Virtual Characters

[0038] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animated character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) that is trained and set to compete in a virtual environment. Optionally, the virtual character is a virtual character that competes in the virtual scene. Optionally, the number of virtual characters in the virtual scene is preset or dynamically determined based on the number of clients participating in the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual character to fight other virtual characters using skills and virtual props provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.

[0039] The information processing method provided by the embodiment of the present disclosure can be run on a local terminal device or a server. When the information processing method is run on a server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0040] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information processing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] Secondly, the applicable application scenarios of the present disclosure are introduced.

[0043] The present disclosure can be applied to sports games, such as ball sports games. For example, basketball games can be used to enhance the player's gaming experience beyond basketball during basketball matches. In-game basketball games typically involve a player controlled by one player battling against a different player controlled by another opposing player. Players perform a series of physical actions on the basketball court that simulate those in real-life basketball games, including shooting, steals, blocks, rebounding, jump balls, boxing out, and pick-and-rolls, to score goals and ultimately win.

[0044] During the game, if multiple virtual characters hope to achieve tactical cooperation, they need to find the right time to cooperate in the game and perform corresponding game actions at the same time to achieve tactical cooperation; and if multiple virtual characters perform corresponding game actions at the same time, the data processing volume of the terminal device will increase instantaneously, and the terminal device will have greater data processing pressure.

[0045] Based on this, the embodiment of the present disclosure provides an information processing method. During the game, the first virtual character can use the cooperation gain skills it possesses to trigger tactical cooperation with the second virtual character in the same camp in a timely manner. In this way, the complexity of tactical cooperation is reduced, the game actions performed by the virtual character to achieve tactical cooperation are reduced, and the response frequency and data processing volume of the terminal device are reduced.

[0046] In an embodiment of the present disclosure, a graphical user interface (GUI) of a terminal device provides a virtual scene for virtual characters from different factions to interact. In the virtual scene, the virtual characters from different factions compete for a virtual sphere. The virtual characters manipulating the virtual sphere can be controlled to perform virtual shooting and offensive skills to advance the game.

[0047] Here, the terminal device mainly refers to an intelligent device that is used to provide a graphical user interface and can control the virtual character. The terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.

[0048] Specifically, the virtual scene includes virtual characters belonging to different camps, and the virtual characters in different camps compete with each other by competing for a virtual ball, so as to win the game by triggering a scoring event (for example, throwing the virtual ball into a virtual ball basket, etc.).

[0049] For example, for the virtual character in the first game camp, if it wants to win the game, it needs to be the first to obtain a settlement score that reaches the preset score threshold in this game to win the game; conversely, if the second game camp is the first to obtain a settlement score that reaches the preset score threshold in this game, the virtual character in the second game camp wins the game.

[0050] In an optional embodiment, a movement control may be displayed on the graphical user interface, and the movement control may be used to control the movement of the virtual character in the virtual scene. Exemplarily, the movement control may include: a virtual wheel and a virtual joystick, etc.

[0051] In another optional embodiment, skill controls may also be displayed on the graphical user interface. The skill controls are used to control the virtual character to perform corresponding game skills. Taking basketball games as an example, the skill controls may include: steal controls, pass controls, block controls, pick-and-roll controls, shooting controls, etc.

[0052] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to follow the target virtual character in the virtual scene; or, in response to a touch operation on both the movement control and the skill control, the virtual sphere is controlled to follow the target virtual character in the virtual scene while simultaneously controlling the target virtual character to perform a corresponding game skill. The above-mentioned touch operations may include, but are not limited to, sliding, clicking, and long pressing. Here, the target virtual character can be any virtual character in the game, such as the first virtual character, the second virtual character, or the third virtual character.

[0053] In a specific embodiment, by responding to a touch operation performed on a mobile control (for example, a user dragging a virtual joystick within a virtual wheel), the virtual character can be controlled to move in a virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to move with the virtual character in the virtual scene.

[0054] In another specific embodiment, by simultaneously responding to a touch operation performed on a moving control (for example, a user dragging a virtual joystick in a virtual roulette wheel) and a touch operation performed on a steal control (for example, a user clicking on the steal control), the target virtual character can be controlled to move in a virtual scene based on the touch position of the touch operation while seizing a virtual sphere held by an enemy virtual character, wherein the target virtual character and the enemy virtual character belong to different camps.

[0055] When the target virtual character holds the ball, the objects controlled by the mobile controls may include the target virtual character and the virtual sphere. When the target virtual character's movement is controlled by the mobile controls displayed on the graphical user interface, the movement of the virtual sphere and the target virtual character are integrated, that is, when the target virtual character dribbles the ball, the two move together; it should be noted that when the virtual sphere follows the target virtual character to move, the virtual sphere and the target virtual character can be in a relatively static state or a non-relative static state. Taking basketball as an example, when the virtual sphere follows the target virtual character to move, the virtual sphere and the target virtual character are in a non-relative static state. This following movement is a dynamic following, which is manifested in that during the process of the target virtual character controlling the virtual sphere to move, the virtual sphere can jump up and down, but the virtual sphere as a whole moves in the direction of the target virtual character's movement.

[0056] Continuing with the basketball game as an example, the basketball swings based on the dribbling movements of the target avatar, appearing to bounce up and down in the front and side projection perspectives. Furthermore, the basketball can follow the target avatar's direction of movement, moving as a whole with the player in the top view projection perspective.

[0057] In addition, when the virtual character is not holding the ball, the control object of the movement control is the virtual character, that is, the virtual character is controlled to move in the virtual scene, but the virtual ball does not move along with the movement of the virtual character.

[0058] According to one aspect of an embodiment of the present disclosure, an information processing method is provided. The above-mentioned information processing method can be applied to, but is not limited to, an information processing system in a hardware environment as shown in FIG1 (FIG. 1 is a schematic diagram of an information processing system provided by an embodiment of the present disclosure), wherein the information processing system may include, but is not limited to, a terminal device 102, a network 104, a server 106, a database 108, and a terminal device 110. A target client is respectively running in the terminal device 102 and the terminal device 110 (as shown in FIG1 , taking the target client as a sports competitive game application client as an example). The above-mentioned terminal device 102 and the terminal device 110 respectively include a human-computer interaction screen, a processor, and a memory. The human-computer interaction screen is used to display a virtual interaction scene, and is also used to provide a human-computer interaction interface to receive human-computer interaction operations for controlling a controlled virtual character in the virtual interaction scene, and the virtual character will complete the game tasks set in the virtual interaction scene.

[0059] The processor is configured to generate an interaction instruction in response to the aforementioned human-computer interaction operation and transmit the interaction instruction to the server. The memory is configured to store relevant attribute data, such as character attribute information of the controlled virtual character and skill attribute information of the virtual skills possessed by the controlled virtual character. The attribute information herein may include, but is not limited to, information used to identify the virtual character and the current location.

[0060] The terminal device 102 runs a client for controlling the first virtual character. Alternatively, if the second virtual character is a virtual character controlled by the terminal device, the terminal device 110 runs a client for controlling the second virtual character. The second virtual character and the first virtual character may be virtual characters from the same faction. In the disclosed embodiment, the second virtual character may, but is not limited to, interact with the first virtual character by holding the ball.

[0061] In addition, the server 106 includes a processing engine, which is used to perform storage or reading operations on the database 108. Specifically, the processing engine reads the positions of the respective virtual characters, the game skills they have, and the character attribute parameters they have from the database 108.

[0062] Please refer to Figure 2, which is a flow chart of an information processing method provided by an embodiment of the present disclosure. A virtual scene is provided in a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete with each other for a virtual sphere. As shown in Figure 2, the information processing method provided by an embodiment of the present disclosure includes:

[0063] S201. During the attack of a first virtual character, in response to detecting the presence of a second virtual character in a preset area of ​​the first virtual character, adjusting a cooperation gain skill possessed by the first virtual character to a triggered state.

[0064] S202: When the cooperation gain skill is in a triggered state, respond to a breakthrough control operation directed at the first virtual character and determine a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character.

[0065] S203: Determine the additional game gain generated by the cooperation gain skill based on the breakthrough cooperation tactics.

[0066] The information processing method provided by the embodiments of the present disclosure adjusts the cooperation gain skill possessed by the first virtual character to a triggered state when a second virtual character belonging to the same faction is detected to appear within a preset area of ​​the first virtual character during the attack process of the first virtual character, so that the first virtual character can use the cooperation gain skill to trigger tactical cooperation with the second virtual character. In this case, the second virtual character can assist the first virtual character in completing the tactical cooperation without performing additional cooperation actions, thereby reducing the response frequency and data processing volume of the terminal device. On this basis, the first virtual character no longer needs to perform additional cooperation-seeking actions and only needs to maintain the game rhythm and continuously perform "breakthrough-type" game actions to trigger breakthrough tactical cooperation with the second virtual character, thereby reducing the complexity of breakthrough tactical cooperation. In addition, the cooperation gain skill can be determined as an additional game gain provided by the first virtual character and / or other virtual characters in the same faction (e.g., the second virtual character) in combination with the breakthrough cooperation tactics adopted by the first and second virtual characters. In this way, the control richness of player interaction operations can be improved, which helps to enhance the player's gaming experience.

[0067] The following describes the exemplary steps of the embodiment of the present disclosure:

[0068] Here, the first virtual character always possesses a cooperation gain skill during the game, and the cooperation gain skill is a "passive skill" possessed by the first virtual character. The first virtual character can use the cooperation gain skill to "independently" trigger tactical cooperation with the second virtual character during the attack; however, considering that in the game, tactical cooperation cannot be formed between the first virtual character and the second virtual character at all times, if the cooperation gain skill held by the first virtual character is always set to the "trigger" state, it will bring some unnecessary data processing to the terminal device on the rendering side, and will also interfere with the player's game process. Therefore, it is necessary to combine the real-time game situation during the game and adjust the setting status of the cooperation gain skill in a timely manner.

[0069] In step S201, during the attack of the first virtual character, other virtual characters appearing around the first virtual character are detected in real time. When a second virtual character belonging to the same camp as the first virtual character is detected to appear in the preset area of ​​the first virtual character, it can be considered that the first virtual character has the motivation to tactically cooperate with the second virtual character. At this time, the cooperation gain skill held by the first virtual character can be adjusted to a triggered state, so that the first virtual character can use the cooperation gain skill to "independently" trigger tactical cooperation with the second virtual character.

[0070] If there are multiple other virtual characters belonging to the same camp as the first virtual character in the preset area, the second virtual character is a virtual character in the same camp with the shortest relative distance to the first virtual character in the preset area.

[0071] Here, under the premise that the first virtual character has triggered the cooperation gain skill, in order to prevent the first virtual character from missing the opportunity to conduct tactical cooperation with the second virtual character due to "unawareness", a mark special effect can be displayed to prompt the first virtual character that tactical cooperation with the second virtual character.

[0072] In one embodiment, after adjusting the cooperation gain skill possessed by the first virtual character to a triggered state, the information processing method further includes:

[0073] A first marking effect is displayed at a first preset position of the first virtual character and a second preset position of the second virtual character respectively, so as to use the first marking effect to prompt the first virtual character that the first virtual character can implement a breakthrough cooperation tactic with the help of the second virtual character.

[0074] In this step, after the cooperation gain skill possessed by the first virtual character is adjusted to a triggered state, if the conditions for implementing tactical cooperation are met between the first virtual character and the second virtual character, a first marking special effect (for example, a halo special effect, etc.) can be displayed at a first preset position of the first virtual character (for example, under the feet of the first virtual character) and a second preset position of the second virtual character (for example, under the feet of the second virtual character), respectively, so as to use the first marking special effect to prompt the player belonging to the first virtual character and / or the player belonging to the second virtual character, prompting the first virtual character to "independently" implement breakthrough cooperation tactics with the help of the second virtual character without the cooperation of the second virtual character.

[0075] Please refer to Figure 3, which illustrates one schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 3, a graphical user interface 3a displays a first virtual character 3b and a second virtual character 3c. If the conditions for tactical coordination between first and second virtual characters 3b and 3c are met, a first marker effect 3f is displayed at the foot positions 3d and 3e of first and second virtual characters 3c, respectively.

[0076] Here, for the first virtual character, its position in the virtual scene changes in real time during its attack. Therefore, as the position of the first virtual character in the virtual scene changes, the virtual characters appearing in the preset area of ​​the first virtual character will also change accordingly. The second virtual character may no longer be the virtual character closest to the first virtual character in the preset area. At this time, in order to avoid the first virtual character from choosing the wrong tactical cooperation object due to the influence of the mark during the attack, the virtual character marked by the first mark special effect needs to be updated in real time.

[0077] In one embodiment, the information processing method further includes:

[0078] In response to the triggering of the mark update event, a first mark special effect is displayed at the first preset position of the first virtual character and the third preset position of the third virtual character, respectively, so as to use the first mark special effect to prompt the first virtual character that the first virtual character can implement breakthrough cooperation tactics with the help of the third virtual character.

[0079] In this step, the virtual character marked by the first marking effect can be updated in a timely manner in combination with the real-time game situation of the game match, so as to select other virtual characters that are suitable for tactical cooperation with the first virtual character under the current game situation, and accurately prompt the player belonging to the first virtual character; specifically, in response to the triggering of the marking update event, the first marking effect (for example, a halo effect, etc.) is displayed at the first preset position of the first virtual character (for example, under the feet of the first virtual character) and the second preset position of the third virtual character (for example, under the feet of the third virtual character), so as to use the first marking effect to prompt the player belonging to the first virtual character and / or the player belonging to the third virtual character, prompting the first virtual character that at this time, the first virtual character can use the third virtual character to "independently" implement breakthrough cooperation tactics without the cooperation of the third virtual character.

[0080] In one embodiment, the flag update event includes one of the following items:

[0081] The position of the first virtual character in the virtual scene changes;

[0082] Here, as the position of the first virtual character in the virtual scene changes, the second virtual character leaves the preset area of ​​the first virtual character. At this time, the second virtual character can no longer tactically cooperate with the first virtual character, so the first virtual character no longer needs to pay special attention to the second virtual character. At this time, the mark update event can be triggered to adjust the virtual character marked by the first mark special effect to prompt the player to whom the first virtual character belongs that the virtual character that can be tactically cooperated has changed.

[0083] Alternatively, a selection operation on the third virtual character is detected.

[0084] Here, the player to whom the first virtual character belongs can also independently select the virtual character with which he wishes to perform tactical cooperation. At this time, in response to detecting the selection operation applied to the third virtual character, a mark update event is triggered to prompt the player to whom the first virtual character belongs that the virtual character with which tactical cooperation can be performed has changed by adjusting the virtual character marked by the first mark special effect.

[0085] Alternatively, the relative distance between the third virtual character and the first virtual character is smaller than the relative distance between the second virtual character and the first virtual character.

[0086] Here, as the position of the first virtual character in the virtual scene changes, the second virtual character is no longer the virtual character closest to the first virtual character in the preset area. At this time, compared with the second virtual character, the third virtual character is closer to the first virtual character and is more suitable for tactical cooperation with the first virtual character; at this time, the mark update event can be triggered to adjust the virtual character marked by the first mark special effect to prompt the player to whom the first virtual character belongs that it is suitable to carry out tactical cooperation with the third virtual character at this time.

[0087] Considering that the first virtual character is currently in an offensive state, if additional "cooperation-type" actions are performed to achieve tactical cooperation with the second virtual character, the game rhythm of the first virtual character will be disrupted. Therefore, in order to further reduce the complexity of tactical cooperation and simplify the actions required for tactical cooperation, when the cooperation gain skill is in the triggered state, the first virtual character can implement breakthrough cooperation tactics with the second virtual character without performing "cooperation-type" actions.

[0088] In step S202, when the cooperation gain skill possessed by the first virtual character is in a triggered state, the game rhythm of the first virtual character can be maintained, and breakthrough control can be continued to be applied to the first virtual character, so that the first virtual character can trigger tactical cooperation with the second virtual character while maintaining an offensive state; specifically, in response to the breakthrough control operation applied to the first virtual character, the first virtual character is continued to be controlled to maintain an offensive state in the game, and at the same time, tactical cooperation with the second virtual character can be triggered; and the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character for this tactical cooperation are determined.

[0089] In one embodiment, step S202 includes:

[0090] S2021: In response to a breakthrough control operation on the first virtual character, control the first virtual character to perform a breakthrough action.

[0091] In this step, when the gain skill is in the triggered state, the first virtual character can be controlled to maintain an offensive state in the game; specifically, in response to the breakthrough control operation applied to the first virtual character, the first virtual character is controlled to perform a breakthrough action in the game to keep the first virtual character in the offensive state.

[0092] Here, a movement control area and a breakthrough skill control component are provided in the graphical user interface. In order to enrich the player's operation methods and improve the convenience of operation, the player can choose any method to perform breakthrough control operations on the first virtual character.

[0093] In one embodiment, step S2021 includes:

[0094] In response to a first trigger operation on a breakthrough skill control, the first virtual character is controlled to perform a breakthrough action corresponding to the breakthrough skill control.

[0095] In this step, the player can choose to control the first virtual character to perform a breakthrough action in the game by triggering the breakthrough skill control; specifically, in response to the first trigger operation applied by the player to the breakthrough skill control, the first virtual character is controlled to perform the breakthrough action corresponding to the breakthrough skill control, so that the first virtual character maintains a breakthrough state in the game.

[0096] Or, in response to a second trigger operation on the movement control area, determining a breakthrough direction of the first virtual character; and controlling the first virtual character to perform a breakthrough action in the breakthrough direction.

[0097] In this step, when the player's "breakthrough-type" skills are in a "cooling-off period" or the player has not yet acquired "breakthrough-type" skills suitable for the current game situation, the player can also control the first virtual character to perform a breakthrough operation by applying a trigger operation in the mobile control area; specifically, in response to the second trigger operation applied to the mobile control area, the breakthrough direction of the first virtual character in the virtual scene is determined, and the first virtual character is controlled to perform a breakthrough action in the breakthrough direction, so that the first virtual character maintains a breakthrough state in the game.

[0098] The movement control area may be provided with virtual controls such as a virtual joystick or a virtual wheel for controlling the movement of the virtual character in the virtual scene.

[0099] In the game, the first virtual character can have two offensive methods: one is to break through with the ball; the other is to cut in without the ball; and under different offensive methods, the breakthrough actions performed by the first virtual character are also different.

[0100] In one embodiment, controlling the first virtual character to perform a breakthrough action includes:

[0101] If the first virtual character is in a ball-holding state, the first virtual character is controlled to perform a ball-holding breakthrough action.

[0102] In this step, if the first virtual character is in a ball-holding state during the offensive process (ie, the first virtual character is in a ball-holding breakthrough phase), then the first virtual character can be controlled to perform a ball-holding breakthrough action in the virtual scene.

[0103] If the first virtual character is in an off-ball state, the first virtual character is controlled to perform an off-ball breakthrough action.

[0104] In this step, if the first virtual character is in an off-ball state during the offensive process (ie, the first virtual character is in an off-ball cutting phase), then the first virtual character can be controlled to perform an off-ball breaking through action in the virtual scene.

[0105] Here, when the first virtual character is in an offensive state, the breakthrough cooperation tactics that can be adopted with the second virtual character may include: a first pick-and-roll cooperation tactic and a second pick-and-roll cooperation tactic; wherein the first pick-and-roll cooperation tactic refers to a "real pick-and-roll" cooperation between the first virtual character and the second virtual character, that is, during the offensive process, the first virtual character uses the second virtual character to block the pursuit of the hostile virtual character;

[0106] The second pick-and-roll tactic refers to a "fake pick-and-roll" cooperation between the first virtual character and the second virtual character. That is, during the offensive process, the first virtual character uses the second virtual character to confuse the hostile virtual character, causing the hostile virtual character to mistakenly believe that the first virtual character expects to implement a "real pick-and-roll" cooperation with the second virtual character, but in fact does not use the second virtual character to block the pursuit of the hostile virtual character.

[0107] When the first virtual character uses the second virtual character to block the pursuit of the hostile virtual character, the first virtual character needs to avoid the pursuit of the hostile virtual character by "bypassing" the second virtual character; therefore, when determining the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character, the action breakthrough path of the first virtual character can be used as a reference to determine the pick-and-roll cooperation tactics adopted between the first virtual character and the second virtual character.

[0108] S2022: Determine a breakthrough coordination tactic to be adopted by the first virtual character and the second virtual character based on the breakthrough path of the breakthrough action and the current game position of the second virtual character.

[0109] In this step, when the first virtual character performs a breakthrough action, the breakthrough path of the breakthrough action and the current game position of the second virtual character can be combined to determine the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character by judging whether the first virtual character "bypasses" the current game position of the second virtual character.

[0110] In one embodiment, step S2022 includes:

[0111] S20221: If, during the process of the first virtual character executing the breakthrough action according to the action breakthrough path, the first virtual character bypasses the current game position of the second virtual character, determining that the first virtual character and the second virtual character employ a first pick-and-roll tactic;

[0112] In this step, during the process of the first virtual character executing the breakthrough action according to the action breakthrough path, if the first virtual character "breaks through" in the direction of the second virtual character's current game position, it means that the first virtual character chooses to use the second virtual character to "avoid" the pursuit of the hostile virtual character; at this time, it can be considered that the first virtual character "bypasses" the second virtual character in the process of breaking through, and it is determined that the first virtual character and the second virtual character adopt the first pick-and-roll cooperation tactics; that is, the first virtual character and the second virtual character adopt the "real borrowing" breakthrough cooperation tactics.

[0113] S20222: Otherwise, determine that the first virtual character and the second virtual character adopt a second pick-and-roll cooperation tactic.

[0114] In this step, during the process of the first virtual character executing the breakthrough action according to the action breakthrough path, if the first virtual character "breaks through" in the opposite direction of the second virtual character's current game position, it means that the first virtual character did not use the second virtual character to "avoid" the pursuit of the hostile virtual character. At this time, it can be considered that the first virtual character did not "bypass" the second virtual character in the process of breaking through, and it is determined that the second pick-and-roll cooperation tactics are adopted between the first virtual character and the second virtual character; that is, the first virtual character and the second virtual character adopt a "fake block" breakthrough cooperation tactic.

[0115] Here, by using the current game position of the second virtual character and determining the pick-and-roll area formed by the second virtual character in the virtual scene, it can be determined whether the first virtual character bypasses the second virtual character during the breakthrough process.

[0116] In one embodiment, the current game position of the first virtual character bypassing the second virtual character is determined by the following steps:

[0117] Based on the current game position of the second virtual character, a pick-and-roll area formed by the second virtual character in the virtual scene is determined; if the action breakthrough path passes through the pick-and-roll area, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0118] In this step, the pick-and-roll area formed by the second virtual character in the virtual scene can be determined in combination with the current game position of the second virtual character, that is, the second virtual character can implement a "real pick-and-roll" cooperation with the first virtual character in the pick-and-roll area; if the first virtual character passes through the pick-and-roll area formed by the second virtual character during the execution of the breakthrough action according to the action breakthrough path, it can be considered that the first virtual character "avoids" the pursuit of the hostile virtual character with the help of the second virtual character, and the first virtual character "bypasses" the second virtual character in the process of breaking through, and implements a "real pick-and-roll" cooperation with the second virtual character.

[0119] Please refer to Figure 4, which is a second schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 4, a first virtual character 4b and a second virtual character 4c are displayed in a graphical user interface 4a. If the first virtual character 4b, while executing a breakthrough action according to an action breakthrough path 4d, passes through a pick-and-roll area 4f formed by the current game position 4e of the second virtual character 4c, it can be considered that the first virtual character 4b, with the help of the second virtual character 4c, "avoided" the pursuit of a hostile virtual character (not shown in the figure). The first virtual character 4b "bypassed" the second virtual character 4c during the breakthrough process, and a "true pick-and-roll" cooperation (i.e., the first pick-and-roll cooperation tactic) was implemented between the first virtual character 4b and the second virtual character.

[0120] If the first virtual character 4b performs a breakthrough action according to the action breakthrough path 4g, it is considered that a "fake pick-and-roll" cooperation (ie, the second pick-and-roll cooperation tactic) is implemented between the first virtual character and the second virtual character.

[0121] In addition, considering that the pick-and-roll area formed by the current game position of the second virtual character is relatively large, if the terminal device uses the pick-and-roll area to determine the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character, the amount of data processing involved is also relatively large; therefore, in another embodiment of the present disclosure, the pick-and-roll defense line formed by the second virtual character can also be used to determine whether the first virtual character bypasses the second virtual character during the breakthrough process, thereby reducing the computing power consumed by the terminal device during the calculation process.

[0122] In another embodiment, the current game position of the first virtual character bypassing the second virtual character is determined by the following steps:

[0123] In combination with the setting position of the virtual basketball basket in the virtual scene, the pick-and-roll defense line formed by the second virtual character at the current game position is determined; if there is an intersection between the action breakthrough path and the pick-and-roll defense line, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0124] In this step, the pick-and-roll defense line formed by the second virtual character in the virtual scene can be determined in combination with the setting position of the virtual basket in the virtual scene; if the first virtual character performs a breakthrough action according to the action breakthrough path, if there is an intersection between the action breakthrough path and the pick-and-roll defense line, it means that the first virtual character and the second virtual character have intersecting paths during the movement process, then, it can be considered that the first virtual character uses the second virtual character to "avoid" the pursuit of the hostile virtual character, and the first virtual character "bypasses" the second virtual character in the process of breakthrough, and implements a "real pick-and-roll" cooperation with the second virtual character.

[0125] The pick-and-roll defense line is an extension of the line between the current game position of the second virtual character and the virtual basket.

[0126] Please refer to Figure 5, which is a third schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 5, a first virtual character 5b and a second virtual character 5c are displayed in the graphical user interface 5a. If the first virtual character 5b's breakthrough path 5d intersects with the pick-and-roll defense line 5g formed by the second virtual character 5c's current game position 5e and the virtual basket's location 5f, it can be considered that the first virtual character 5b, with the help of the second virtual character 5c, "avoided" the pursuit of the hostile virtual character (not shown in the figure). The first virtual character 5b "bypassed" the second virtual character 5c during the breakthrough process, and implemented a "true pick-and-roll" cooperation (i.e., the first pick-and-roll cooperation tactic) with the second virtual character 5c.

[0127] If the breakthrough path 5h of the first virtual character 5b performing the breakthrough action does not intersect with the pick-and-roll defense line 5g formed by the current game position 5e of the second virtual character 5c and the setting position 5f of the virtual basket, it is considered that a "fake pick-and-roll" cooperation (i.e., the second pick-and-roll cooperation tactic) is implemented between the first virtual character and the second virtual character.

[0128] In step S203, based on the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character, the cooperation gain skill is determined to be the additional game gain brought by the first virtual character and / or other virtual characters in the same camp. In this way, a rich cooperation gameplay is derived, which enriches the player's choices during the game and speeds up the player's game progress.

[0129] Here, different breakthrough cooperation tactics generate different additional game gains, which can be combined with the breakthrough cooperation tactics actually adopted by the first virtual character and the second virtual character to determine the additional game gain brought by the cooperation gain skills to the first virtual character and / or other virtual characters in the same camp.

[0130] In one embodiment, the breakthrough coordination tactics include a first pick-and-roll coordination tactic and a second pick-and-roll coordination tactic; step S203 includes:

[0131] S2031. When the breakthrough cooperation tactic is the first pick-and-roll cooperation tactic, determine that the cooperation gain skill generates a first additional game gain.

[0132] Among them, the first additional game gain may include the game gain produced by the first target skill; the configuration object of the first target skill will change with the offensive state of the first virtual character; when the first virtual character is in a ball-holding state, the first target skill is configured to the second virtual character or the third virtual character to assist the second virtual character or the third virtual character to trigger a scoring event after receiving the ball; when the first virtual character is in an off-ball state, the first target skill is configured to the first virtual character to assist the first virtual character to trigger a scoring event after receiving the ball.

[0133] Here, when the first virtual character is in the ball-holding state, after configuring the first target skill to the second virtual character or the third virtual character, the second virtual character or the third virtual character can trigger the first target skill and tactically cooperate with the first virtual character again, and trigger a scoring event in the game by receiving the virtual sphere passed by the first virtual character.

[0134] In one embodiment, the information processing method further includes:

[0135] In response to a skill triggering instruction for the first target skill, the second virtual character or the third virtual character is controlled to receive the virtual sphere passed by the first virtual character and shoot the virtual sphere into a virtual ball basket.

[0136] In this step, after the second virtual character or the third virtual character obtains the first target skill, the player to which the second virtual character belongs or the player to which the third virtual character belongs can control the second virtual character or the third virtual character to receive the virtual sphere passed by the first virtual character by issuing a skill trigger instruction, and trigger a scoring event by shooting the virtual sphere into the virtual ball basket.

[0137] Specifically, in response to the skill trigger instruction issued by the player belonging to the second virtual character or the player belonging to the third virtual character for the first target skill, the second virtual character or the third virtual character is controlled to receive the virtual sphere delivered by the first virtual character to achieve tactical cooperation between the second virtual character (or the third virtual character) and the first virtual character; and the scoring event is triggered by shooting the received virtual sphere into the virtual ball basket.

[0138] Among them, the first target skill may include a game skill that can shoot a virtual ball into a virtual basket, such as an inbounds pass, an alley-oop dunk, etc.

[0139] Here, when the first virtual character is in a state without the ball, after configuring the first target skill to the first and second virtual characters, the first virtual character can trigger the first target skill to tactically cooperate with the second virtual character again, and trigger a scoring event in the game by receiving the virtual ball passed by the second virtual character.

[0140] In another embodiment, the information processing method further includes:

[0141] In response to a skill triggering instruction for the first target skill, the first virtual character is controlled to receive the virtual sphere passed by the second virtual character and shoot the virtual sphere into a virtual ball basket.

[0142] In this step, after the first virtual character obtains the first target skill, the player of the first virtual character can issue a skill trigger instruction to control the first virtual character to receive the virtual ball passed by the second virtual character, and trigger a scoring event by shooting the virtual ball into the virtual basket.

[0143] Specifically, in response to a skill trigger instruction issued by the player belonging to the first virtual character for the first target skill, the first virtual character is controlled to receive the virtual sphere delivered by the second virtual character to achieve further tactical cooperation between the first virtual character and the second virtual character; the first virtual character triggers a scoring event by shooting the received virtual sphere into the virtual ball basket.

[0144] In another embodiment, the first additional game gain is used to provide a gain effect for character attribute parameters of the first virtual character and / or the second virtual character.

[0145] When the first virtual character is in a ball-holding state, the character attribute parameters may include a success rate of the first virtual character's shooting events in the interior or exterior, a success rate of the first virtual character's passing events in the interior or exterior, a success rate of the second virtual character's receiving events in the interior or exterior, a skill cooldown time of the first virtual character or the second virtual character, and a movement speed of the first virtual character or the second virtual character in the virtual scene;

[0146] Correspondingly, the gain effect may include increasing the success rate of the first virtual character's shooting events in the inside or outside, increasing the success rate of the first virtual character's passing events in the inside or outside, increasing the success rate of the second virtual character's receiving events in the inside or outside, reducing the skill cooling time of the first virtual character or the second virtual character, and increasing the movement speed of the first virtual character or the second virtual character in the virtual scene, etc.

[0147] When the first virtual character is in an off-ball state, the character attribute parameters may include a success rate of the first virtual character performing a catch event in the interior or outside, a success rate of the second virtual character performing a shot event in the interior or outside, a success rate of the second virtual character performing a pass event in the interior or outside, a skill cooldown time of the first virtual character or the second virtual character, and a movement speed of the first virtual character or the second virtual character in the virtual scene;

[0148] Correspondingly, the gain effect may include increasing the success rate of the first virtual character in executing a catching event inside or outside, increasing the success rate of the second virtual character in executing a shooting event inside or outside, increasing the success rate of the second virtual character in executing a passing event inside or outside, reducing the skill cooling time of the first virtual character or the second virtual character, and increasing the movement speed of the first virtual character or the second virtual character in the virtual scene, etc.

[0149] S2032. When the breakthrough cooperation tactic is the second pick-and-roll cooperation tactic, determine that the cooperation gain skill generates a second additional game gain.

[0150] Among them, the second additional game gain may include the game gain produced by the second target skill; wherein, the second target skill is configured to the fourth virtual character, used to control the fourth virtual character to perform negative actions, and the fourth virtual character and the first virtual character belong to a different camp.

[0151] Among them, negative actions can include falling actions and stiff actions;

[0152] The character attribute parameters may include the success rate of the virtual character in executing defensive events inside or outside the line, the skill cooling time of the virtual character, and the movement speed of the virtual character in the virtual scene; the debuff effect may include reducing the success rate of the virtual character in executing defensive events inside or outside the line, increasing the skill cooling time of the virtual character, and slowing down the movement speed of the virtual character in the virtual scene.

[0153] Here, after the second target skill is assigned to the fourth virtual character, the fourth virtual character needs to be controlled to reproduce the negative action corresponding to the second target skill in the virtual scene.

[0154] In one embodiment, after configuring the second target skill to the fourth virtual character, the information processing method further includes: controlling the fourth virtual character to perform a negative action corresponding to the second target skill.

[0155] In this step, the fourth virtual character is controlled to perform a negative action corresponding to the second target skill in the virtual scene. Then, by controlling the fourth virtual character to perform the negative action, the defense process of the fourth virtual character is interfered with, and a debuff effect is produced on the character attribute parameters of the fourth virtual character.

[0156] For example, taking the negative actions corresponding to the second target skill including the knocking action and the stiff action as an example, when the negative action corresponding to the second target skill is the "knock action", the fourth virtual character is controlled to perform the knocking action in the virtual scene, and a prompt message indicating that the fourth virtual character is "knocked down" is displayed; when the negative action corresponding to the second target skill is the "stiff action", the fourth virtual character is controlled to perform the stiff action in the virtual scene.

[0157] In another embodiment, the second additional game gain is used to provide a gain effect for the character attribute parameters of the first virtual character and / or the second virtual character.

[0158] When the first virtual character is in a ball-holding state, the character attribute parameters may include a success rate of the first virtual character's shooting events in the interior or exterior, a success rate of the first virtual character's passing events in the interior or exterior, a success rate of the second virtual character's receiving events in the interior or exterior, a skill cooldown time of the first virtual character or the second virtual character, and a movement speed of the first virtual character or the second virtual character in the virtual scene;

[0159] Correspondingly, the gain effect may include increasing the success rate of the first virtual character's shooting events in the inside or outside, increasing the success rate of the first virtual character's passing events in the inside or outside, increasing the success rate of the second virtual character's receiving events in the inside or outside, reducing the skill cooling time of the first virtual character or the second virtual character, and increasing the movement speed of the first virtual character or the second virtual character in the virtual scene, etc.

[0160] When the first virtual character is in an off-ball state, the character attribute parameters may include a success rate of the first virtual character performing a catch event in the interior or outside, a success rate of the second virtual character performing a shot event in the interior or outside, a success rate of the second virtual character performing a pass event in the interior or outside, a skill cooldown time of the first virtual character or the second virtual character, and a movement speed of the first virtual character or the second virtual character in the virtual scene;

[0161] Correspondingly, the gain effect may include increasing the success rate of the first virtual character in executing a catching event inside or outside, increasing the success rate of the second virtual character in executing a shooting event inside or outside, increasing the success rate of the second virtual character in executing a passing event inside or outside, reducing the skill cooling time of the first virtual character or the second virtual character, and increasing the movement speed of the first virtual character or the second virtual character in the virtual scene, etc.

[0162] Here, when the first virtual character and the second virtual character adopt the first pick-and-roll cooperation tactics, in order to prompt the relevant players, a second marking special effect can be displayed in the graphical user interface to indicate the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character through the second marking special effect.

[0163] In one embodiment, when the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, the information processing method further includes: displaying a second marking special effect at a fourth preset position of the first virtual character.

[0164] In this step, a second marking effect (e.g., a light band effect, etc.) is displayed at a fourth preset position of the first virtual character (e.g., the position of the first virtual character's hands), so as to use the second marking effect to prompt that the first pick-and-roll cooperation tactic has been adopted between the first virtual character and the second virtual character.

[0165] Please refer to Figure 6, which is a fourth schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 6, a first virtual character 6b and a second virtual character 6c are displayed in a graphical user interface 6a. When a first pick-and-roll tactic is implemented between the first virtual character 6b and the second virtual character 6c, a first marker effect 6e is displayed at the position 6d of the first virtual character 6b's hands.

[0166] The information processing method provided by the disclosed embodiment is as follows: during the attack of a first virtual character, in response to detecting the presence of a second virtual character within a preset area of ​​the first virtual character, the coordination gain skill possessed by the first virtual character is adjusted to a triggered state; while the coordination gain skill is in the triggered state, in response to a breakthrough control operation directed at the first virtual character, the breakthrough coordination tactics adopted by the first virtual character and the second virtual character are determined; and based on the breakthrough coordination tactics, the additional game gain generated by the coordination gain skill is determined. In this way, the first virtual character can independently trigger tactical coordination with the second virtual character without the second virtual character having to perform a coordination action. This simplifies the complexity of tactical coordination during the game, reduces the game actions performed by the virtual characters to achieve tactical coordination, and further reduces the amount of data processing on the terminal device, thereby reducing the processing burden on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the terminal device.

[0167] Please refer to FIG7 , which is a schematic diagram of the structure of an information processing device provided in an embodiment of the present disclosure. A virtual scene is provided in a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete with each other for a virtual sphere. As shown in FIG7 , the information processing device 700 includes:

[0168] The state adjustment module 710 is configured to, during the attack of the first virtual character, adjust the cooperation gain skill possessed by the first virtual character to a triggered state in response to detecting the presence of a second virtual character within a preset area of ​​the first virtual character;

[0169] The tactic determination module 720 is configured to determine the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character in response to the breakthrough control operation on the first virtual character when the cooperation gain skill is in the triggered state;

[0170] The gain allocation module 730 is configured to determine the additional game gain generated by the cooperation gain skill according to the breakthrough cooperation tactics.

[0171] Furthermore, when the tactic determination module 720 is configured to respond to the breakthrough control operation on the first virtual character and determine the breakthrough coordination tactics adopted by the first virtual character and the second virtual character, the tactic determination module 720 may be specifically configured to execute:

[0172] In response to a breakthrough control operation on the first virtual character, controlling the first virtual character to perform a breakthrough action;

[0173] Based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character is determined.

[0174] Furthermore, when the tactic determination module 720 is configured to determine the breakthrough coordination tactics adopted by the first virtual character and the second virtual character based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, the tactic determination module 720 may be specifically configured to execute:

[0175] If, during the process of the first virtual character performing the breakthrough action according to the action breakthrough path, the first virtual character bypasses the current game position of the second virtual character, it is determined that the first virtual character and the second virtual character adopt a first pick-and-roll cooperation tactic;

[0176] Otherwise, it is determined that the first virtual character and the second virtual character adopt a second pick-and-roll cooperation tactic.

[0177] Furthermore, the tactic determination module 720 is configured to determine the current game position of the first virtual character bypassing the second virtual character by executing the following steps:

[0178] Determine, based on the current game position of the second virtual character, a pick-and-roll area formed by the second virtual character in the virtual scene:

[0179] If the action breakthrough path passes through the pick-and-roll area, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0180] Furthermore, the tactic determination module 720 is configured to determine the current game position of the first virtual character bypassing the second virtual character by executing the following steps:

[0181] Determining a pick-and-roll defense line formed by the second virtual character at the current game position based on a setting position of a virtual basketball basket in the virtual scene;

[0182] If the action breakthrough path intersects the pick-and-roll defense line, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0183] Furthermore, when the tactical determination module 720 is configured to respond to the breakthrough control operation on the first virtual character and control the first virtual character to perform a breakthrough action, the tactical determination module 720 may be specifically configured to execute:

[0184] In response to a first trigger operation on a breakthrough skill control, controlling the first virtual character to perform a breakthrough action corresponding to the breakthrough skill control; or

[0185] In response to a second trigger operation on the movement control area, a breakthrough direction of the first virtual character is determined; and the first virtual character is controlled to perform a breakthrough action in the breakthrough direction.

[0186] Furthermore, after adjusting the cooperation gain skill possessed by the first virtual character to a triggered state, the information processing device further includes a first prompt module (not shown in the figure), which is configured to:

[0187] A first marking effect is displayed at a first preset position of the first virtual character and a second preset position of the second virtual character respectively, so as to use the first marking effect to prompt the first virtual character that the first virtual character can implement a breakthrough cooperation tactic with the help of the second virtual character.

[0188] Furthermore, the information processing apparatus further includes a tag updating module (not shown in the figure), which is configured to execute:

[0189] In response to the triggering of the mark update event, a first mark special effect is displayed at the first preset position of the first virtual character and the third preset position of the third virtual character, respectively, so as to use the first mark special effect to prompt the first virtual character that the first virtual character can implement breakthrough cooperation tactics with the help of the third virtual character.

[0190] Furthermore, the mark update event includes one of the following items:

[0191] The position of the first virtual character in the virtual scene changes;

[0192] detecting a selection operation on the third virtual character;

[0193] The relative distance between the third virtual character and the first virtual character is smaller than the relative distance between the second virtual character and the first virtual character.

[0194] Furthermore, the breakthrough coordination tactics include a first pick-and-roll coordination tactic and a second pick-and-roll coordination tactic; when the gain allocation module 730 is configured to determine the additional game gain generated by the coordination gain skill based on the breakthrough coordination tactics, the gain allocation module 730 may be specifically configured to execute:

[0195] When the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, determining that the cooperation gain skill generates a first additional game gain;

[0196] When the breakthrough cooperation tactic is the second pick-and-roll cooperation tactic, it is determined that the cooperation gain skill generates a second additional game gain.

[0197] Furthermore, the first additional game gain is a game gain produced by a first target skill, wherein, when the first virtual character is in a ball-holding state, the first target skill is configured to the second virtual character or the third virtual character to assist the second virtual character or the third virtual character to trigger a scoring event after receiving the ball; when the first virtual character is in a ball-free state, the first target skill is configured to the first virtual character to assist the first virtual character to trigger a scoring event after receiving the ball.

[0198] Furthermore, the information processing device is further configured to execute:

[0199] In response to a skill triggering instruction for the first target skill, controlling the second virtual character or the third virtual character to receive the virtual sphere delivered by the first virtual character and shoot the virtual sphere into a virtual ball basket; or

[0200] In response to a skill triggering instruction for the first target skill, the first virtual character is controlled to receive the virtual sphere passed by the second virtual character and shoot the virtual sphere into a virtual ball basket.

[0201] Furthermore, the first additional game gain is used to provide a gain effect for character attribute parameters of the first virtual character and / or the second virtual character.

[0202] Furthermore, the second additional game gain is a game gain produced by a second target skill, wherein the second target skill is assigned to a fourth virtual character for controlling the fourth virtual character to perform a negative action, and the fourth virtual character and the first virtual character belong to a different camp.

[0203] Furthermore, the second additional game gain is used to provide a gain effect for the character attribute parameters of the first virtual character and / or the second virtual character.

[0204] Furthermore, when the breakthrough coordination tactic is the first pick-and-roll coordination tactic, the information processing device 700 further includes a second marking module (not shown in the figure), and the second marking module is configured to execute:

[0205] A second marking effect is displayed at a fourth preset position of the first virtual character; wherein the second marking effect is used to prompt that a first pick-and-roll cooperation tactic has been adopted between the first virtual character and the second virtual character.

[0206] Furthermore, the second virtual character is a virtual character in the same camp whose relative distance to the first virtual character is the shortest within the preset area.

[0207] The information processing device provided by the disclosed embodiment adjusts the cooperation gain skill possessed by the first virtual character to a triggered state in response to detecting the presence of a second virtual character within a preset area of ​​the first virtual character during the attack of the first virtual character; while the cooperation gain skill is in the triggered state, the device responds to a breakthrough control operation directed at the first virtual character and determines the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character; and determines the additional game gain generated by the cooperation gain skill based on the breakthrough cooperation tactics. In this way, the first virtual character can independently trigger tactical cooperation with the second virtual character without the second virtual character having to perform a cooperation action. This simplifies the complexity of tactical cooperation during the game, reduces the game actions performed by the virtual characters to achieve tactical cooperation, and further reduces the amount of data processing of the terminal device, thereby reducing the processing burden of the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the terminal device.

[0208] Please refer to Figure 8, which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in Figure 8, the electronic device 800 includes a processor 810, a memory 820, and a bus 830. The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device executes an information processing method in the embodiment, the processor 810 communicates with the memory 820 via the bus 830, and the processor 810 executes the machine-readable instructions. The processor 810 performs the preamble of the method item to perform the following steps:

[0209] During the attack of the first virtual character, in response to detecting the presence of a second virtual character within the preset area of ​​the first virtual character, adjusting the cooperation gain skill possessed by the first virtual character to a triggered state;

[0210] When the cooperation gain skill is in a triggered state, responding to a breakthrough control operation on the first virtual character, determining a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character;

[0211] According to the breakthrough cooperation tactics, the additional game gain generated by the cooperation gain skill is determined.

[0212] In a feasible embodiment, when the processor 810 is used to respond to the breakthrough control operation on the first virtual character and determine the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character, it is specifically used to:

[0213] In response to a breakthrough control operation on the first virtual character, controlling the first virtual character to perform a breakthrough action;

[0214] Based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character is determined.

[0215] In one feasible embodiment, when the processor 810 is used to determine the breakthrough coordination tactics adopted by the first virtual character and the second virtual character based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, it is specifically configured to:

[0216] If, during the process of the first virtual character performing the breakthrough action according to the action breakthrough path, the first virtual character bypasses the current game position of the second virtual character, it is determined that the first virtual character and the second virtual character adopt a first pick-and-roll cooperation tactic;

[0217] Otherwise, it is determined that the first virtual character and the second virtual character adopt a second pick-and-roll cooperation tactic.

[0218] In a feasible embodiment, the processor 810 is configured to determine the current game position of the first virtual character bypassing the second virtual character by following the steps below:

[0219] Determine, based on the current game position of the second virtual character, a pick-and-roll area formed by the second virtual character in the virtual scene:

[0220] If the action breakthrough path passes through the pick-and-roll area, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0221] In a feasible embodiment, the processor 810 is configured to determine the current game position of the first virtual character bypassing the second virtual character by following the steps below:

[0222] Determining a pick-and-roll defense line formed by the second virtual character at the current game position based on a setting position of a virtual basketball basket in the virtual scene;

[0223] If the action breakthrough path intersects the pick-and-roll defense line, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0224] In a feasible embodiment, when the processor 810 is used to respond to the breakthrough control operation on the first virtual character and control the first virtual character to perform a breakthrough action, it is specifically used to:

[0225] In response to a first trigger operation on a breakthrough skill control, controlling the first virtual character to perform a breakthrough action corresponding to the breakthrough skill control; or

[0226] In response to a second trigger operation on the movement control area, a breakthrough direction of the first virtual character is determined; and the first virtual character is controlled to perform a breakthrough action in the breakthrough direction.

[0227] In a feasible embodiment, after adjusting the cooperation gain skill possessed by the first virtual character to a triggered state, the processor 810 further executes:

[0228] A first marking effect is displayed at a first preset position of the first virtual character and a second preset position of the second virtual character respectively, so as to use the first marking effect to prompt the first virtual character that the first virtual character can implement a breakthrough cooperation tactic with the help of the second virtual character.

[0229] In one possible embodiment, the processor 810 further executes:

[0230] In response to the triggering of the mark update event, a first mark special effect is displayed at the first preset position of the first virtual character and the third preset position of the third virtual character, respectively, so as to use the first mark special effect to prompt the first virtual character that the first virtual character can implement breakthrough cooperation tactics with the help of the third virtual character.

[0231] In a feasible embodiment, the flag update event includes one of the following items:

[0232] The position of the first virtual character in the virtual scene changes;

[0233] detecting a selection operation on the third virtual character;

[0234] The relative distance between the third virtual character and the first virtual character is smaller than the relative distance between the second virtual character and the first virtual character.

[0235] In one feasible embodiment, the breakthrough coordination tactics include a first pick-and-roll coordination tactic and a second pick-and-roll coordination tactic; when the processor 810 is used to determine the additional game gain generated by the coordination gain skill based on the breakthrough coordination tactics, it is specifically configured to:

[0236] When the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, determining that the cooperation gain skill generates a first additional game gain;

[0237] When the breakthrough cooperation tactic is the second pick-and-roll cooperation tactic, it is determined that the cooperation gain skill generates a second additional game gain.

[0238] In one feasible embodiment, the first additional game gain is a game gain produced by a first target skill, wherein, when the first virtual character is in a ball-holding state, the first target skill is configured to the second virtual character or the third virtual character to assist the second virtual character or the third virtual character in triggering a scoring event after receiving the ball; when the first virtual character is in a ball-free state, the first target skill is configured to the first virtual character to assist the first virtual character in triggering a scoring event after receiving the ball.

[0239] In one possible embodiment, the processor 810 further executes:

[0240] In response to a skill triggering instruction for the first target skill, controlling the second virtual character or the third virtual character to receive the virtual sphere delivered by the first virtual character and shoot the virtual sphere into a virtual ball basket; or

[0241] In response to a skill triggering instruction for the first target skill, the first virtual character is controlled to receive the virtual sphere passed by the second virtual character and shoot the virtual sphere into a virtual ball basket.

[0242] In a feasible embodiment, the first additional game gain is used to provide a gain effect for character attribute parameters of the first virtual character and / or the second virtual character.

[0243] In a feasible implementation scheme, the second additional game gain is a game gain produced by a second target skill, wherein the second target skill is assigned to a fourth virtual character for controlling the fourth virtual character to perform negative actions, and the fourth virtual character belongs to a different camp from the first virtual character.

[0244] In a feasible embodiment, the second additional game gain is used to provide a gain effect for the character attribute parameters of the first virtual character and / or the second virtual character.

[0245] In a feasible embodiment, when the breakthrough cooperation tactic is the first pick-and-roll cooperation tactic, the processor 810 further executes:

[0246] A second marking effect is displayed at a fourth preset position of the first virtual character; wherein the second marking effect is used to prompt that a first pick-and-roll cooperation tactic has been adopted between the first virtual character and the second virtual character.

[0247] In a feasible implementation manner, the second virtual character is a virtual character of the same camp whose relative distance to the first virtual character is the shortest within the preset area.

[0248] Through the above method, when a second virtual character belonging to the same camp is detected to appear in the preset area of ​​the first virtual character, the cooperation gain skill held by the first virtual character is adjusted to a triggered state, so that the first virtual character can trigger the tactical cooperation between the second virtual character with the help of the cooperation gain skill. At this time, the second virtual character does not need to perform additional cooperation actions to assist the first virtual character in completing the tactical cooperation, thereby reducing the response frequency and data processing volume of the terminal device; on this basis, the first virtual character no longer needs to perform additional cooperation-seeking actions, but only needs to maintain the game rhythm and continue to perform "breakthrough-type" game actions to trigger the breakthrough tactical cooperation with the second virtual character, thereby reducing the complexity of the breakthrough tactical cooperation; in addition, it can also be combined with the breakthrough cooperation adopted between the first virtual character and the second virtual character. Combine tactics and determine the additional game gain brought by the cooperation gain skills to the first virtual character and / or other virtual characters in the same camp (for example, the second virtual character). In this way, the control richness of the player's interactive operations can be improved, which helps to improve the player's gaming experience. In order to prevent the first virtual character from missing the opportunity to carry out tactical cooperation with the second virtual character due to "unawareness", the first virtual character can be prompted to carry out tactical cooperation with the second virtual character by displaying a marking effect. In order to prevent the first virtual character from choosing the wrong tactical cooperation object due to the influence of the mark during the attack, the virtual character marked by the first marking effect needs to be updated in real time. The marking update event can be triggered to prompt the player to whom the first virtual character belongs that it is suitable to carry out tactical cooperation with the third virtual character by adjusting the virtual character marked by the first marking effect.

[0249] The present disclosure also provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium. The computer program is executed by a processor when the processor is running, and the processor performs the following steps:

[0250] During the attack of the first virtual character, in response to detecting the presence of a second virtual character within the preset area of ​​the first virtual character, adjusting the cooperation gain skill possessed by the first virtual character to a triggered state;

[0251] When the cooperation gain skill is in a triggered state, responding to a breakthrough control operation on the first virtual character, determining a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character;

[0252] According to the breakthrough cooperation tactics, the additional game gain generated by the cooperation gain skill is determined.

[0253] In a feasible embodiment, when the processor is used to respond to the breakthrough control operation on the first virtual character and determine the breakthrough cooperation tactics adopted by the first virtual character and the second virtual character, it is specifically used to:

[0254] In response to a breakthrough control operation on the first virtual character, controlling the first virtual character to perform a breakthrough action;

[0255] Based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character is determined.

[0256] In one feasible embodiment, when the processor is used to determine the breakthrough coordination tactics adopted by the first virtual character and the second virtual character based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, it is specifically used to:

[0257] If, during the process of the first virtual character performing the breakthrough action according to the action breakthrough path, the first virtual character bypasses the current game position of the second virtual character, it is determined that the first virtual character and the second virtual character adopt a first pick-and-roll cooperation tactic;

[0258] Otherwise, it is determined that the first virtual character and the second virtual character adopt a second pick-and-roll cooperation tactic.

[0259] In one feasible embodiment, the processor is configured to determine the current game position of the first virtual character bypassing the second virtual character by the following steps:

[0260] Determine, based on the current game position of the second virtual character, a pick-and-roll area formed by the second virtual character in the virtual scene:

[0261] If the action breakthrough path passes through the pick-and-roll area, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0262] In one feasible embodiment, the processor is configured to determine the current game position of the first virtual character bypassing the second virtual character by the following steps:

[0263] Determining a pick-and-roll defense line formed by the second virtual character at the current game position based on a setting position of a virtual basketball basket in the virtual scene;

[0264] If the action breakthrough path intersects the pick-and-roll defense line, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

[0265] In a feasible embodiment, when the processor is used to execute the breakthrough control operation in response to the first virtual character and control the first virtual character to perform a breakthrough action, it is specifically used to:

[0266] In response to a first trigger operation on a breakthrough skill control, controlling the first virtual character to perform a breakthrough action corresponding to the breakthrough skill control; or

[0267] In response to a second trigger operation on the movement control area, a breakthrough direction of the first virtual character is determined; and the first virtual character is controlled to perform a breakthrough action in the breakthrough direction.

[0268] In a feasible embodiment, after adjusting the cooperation gain skill possessed by the first virtual character to a triggered state, the processor further executes:

[0269] A first marking effect is displayed at a first preset position of the first virtual character and a second preset position of the second virtual character respectively, so as to use the first marking effect to prompt the first virtual character that the first virtual character can implement a breakthrough cooperation tactic with the help of the second virtual character.

[0270] In one possible embodiment, the processor further executes:

[0271] In response to the triggering of the mark update event, a first mark special effect is displayed at the first preset position of the first virtual character and the third preset position of the third virtual character, respectively, so as to use the first mark special effect to prompt the first virtual character that the first virtual character can implement breakthrough cooperation tactics with the help of the third virtual character.

[0272] In a feasible embodiment, the flag update event includes one of the following items:

[0273] The position of the first virtual character in the virtual scene changes;

[0274] detecting a selection operation on the third virtual character;

[0275] The relative distance between the third virtual character and the first virtual character is smaller than the relative distance between the second virtual character and the first virtual character.

[0276] In one feasible embodiment, the breakthrough cooperation tactics include a first pick-and-roll cooperation tactic and a second pick-and-roll cooperation tactic; when the processor is used to determine the additional game gain generated by the cooperation gain skill based on the breakthrough cooperation tactics, it is specifically used to:

[0277] When the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, determining that the cooperation gain skill generates a first additional game gain;

[0278] When the breakthrough cooperation tactic is the second pick-and-roll cooperation tactic, it is determined that the cooperation gain skill generates a second additional game gain.

[0279] In one feasible embodiment, the first additional game gain is a game gain produced by a first target skill, wherein, when the first virtual character is in a ball-holding state, the first target skill is configured to the second virtual character or the third virtual character to assist the second virtual character or the third virtual character in triggering a scoring event after receiving the ball; when the first virtual character is in a ball-free state, the first target skill is configured to the first virtual character to assist the first virtual character in triggering a scoring event after receiving the ball.

[0280] In one possible embodiment, the processor further executes:

[0281] In response to a skill triggering instruction for the first target skill, controlling the second virtual character or the third virtual character to receive the virtual sphere delivered by the first virtual character and shoot the virtual sphere into a virtual ball basket; or

[0282] In response to a skill triggering instruction for the first target skill, the first virtual character is controlled to receive the virtual sphere passed by the second virtual character and shoot the virtual sphere into a virtual ball basket.

[0283] In a feasible embodiment, the first additional game gain is used to provide a gain effect for character attribute parameters of the first virtual character and / or the second virtual character.

[0284] In a feasible implementation scheme, the second additional game gain is a game gain produced by a second target skill, wherein the second target skill is assigned to a fourth virtual character for controlling the fourth virtual character to perform negative actions, and the fourth virtual character belongs to a different camp from the first virtual character.

[0285] In a feasible embodiment, the second additional game gain is used to provide a gain effect for the character attribute parameters of the first virtual character and / or the second virtual character.

[0286] In a feasible embodiment, when the breakthrough cooperation tactic is the first pick-and-roll cooperation tactic, the processor further executes:

[0287] A second marking effect is displayed at a fourth preset position of the first virtual character; wherein the second marking effect is used to prompt that a first pick-and-roll cooperation tactic has been adopted between the first virtual character and the second virtual character.

[0288] In a feasible implementation manner, the second virtual character is a virtual character of the same camp whose relative distance to the first virtual character is the shortest within the preset area.

[0289] Through the above method, when a second virtual character belonging to the same camp is detected to appear in the preset area of ​​the first virtual character, the cooperation gain skill held by the first virtual character is adjusted to a triggered state, so that the first virtual character can trigger the tactical cooperation between the second virtual character with the help of the cooperation gain skill. At this time, the second virtual character does not need to perform additional cooperation actions to assist the first virtual character in completing the tactical cooperation, thereby reducing the response frequency and data processing volume of the terminal device; on this basis, the first virtual character no longer needs to perform additional cooperation-seeking actions, but only needs to maintain the game rhythm and continue to perform "breakthrough-type" game actions to trigger the breakthrough tactical cooperation with the second virtual character, thereby reducing the complexity of the breakthrough tactical cooperation; in addition, it can also be combined with the breakthrough cooperation adopted between the first virtual character and the second virtual character. Combine tactics and determine the additional game gain brought by the cooperation gain skills to the first virtual character and / or other virtual characters in the same camp (for example, the second virtual character). In this way, the control richness of the player's interactive operations can be improved, which helps to improve the player's gaming experience. In order to prevent the first virtual character from missing the opportunity to carry out tactical cooperation with the second virtual character due to "unawareness", the first virtual character can be prompted to carry out tactical cooperation with the second virtual character by displaying a marking effect. In order to prevent the first virtual character from choosing the wrong tactical cooperation object due to the influence of the mark during the attack, the virtual character marked by the first marking effect needs to be updated in real time. The marking update event can be triggered to prompt the player to whom the first virtual character belongs that it is suitable to carry out tactical cooperation with the third virtual character by adjusting the virtual character marked by the first marking effect.

[0290] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0291] In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. There may be other division methods in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interface, indirect coupling or communication connection of devices or units, which may be electrical, mechanical or other forms.

[0292] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0293] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0294] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0295] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. An information processing method, comprising: providing a virtual scene in a graphical user interface of a terminal device for virtual characters from different camps to interact with each other; wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene; and During the attack of the first virtual character, in response to detecting the presence of a second virtual character within the preset area of ​​the first virtual character, adjusting the cooperation gain skill possessed by the first virtual character to a triggered state; When the cooperation gain skill is in a triggered state, responding to a breakthrough control operation on the first virtual character, determining a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character; According to the breakthrough cooperation tactics, the additional game gain generated by the cooperation gain skill is determined.

2. The information processing method according to claim 1, wherein: In response to the breakthrough control operation on the first virtual character, determining a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character includes: In response to a breakthrough control operation on the first virtual character, controlling the first virtual character to perform a breakthrough action; Based on the breakthrough path of the breakthrough action and the current game position of the second virtual character, a breakthrough cooperation tactic adopted by the first virtual character and the second virtual character is determined.

3. The information processing method according to claim 2, wherein: The determining of the breakthrough coordination tactics adopted by the first virtual character and the second virtual character based on the breakthrough path of the breakthrough action and the current game position of the second virtual character includes: If, during the process of the first virtual character performing the breakthrough action according to the action breakthrough path, the first virtual character bypasses the current game position of the second virtual character, it is determined that the first virtual character and the second virtual character adopt a first pick-and-roll cooperation tactic; Otherwise, it is determined that the first virtual character and the second virtual character adopt a second pick-and-roll cooperation tactic.

4. The information processing method according to claim 3, wherein: Determine the current game position of the first virtual character bypassing the second virtual character by the following steps: Determine, based on the current game position of the second virtual character, a pick-and-roll area formed by the second virtual character in the virtual scene: If the action breakthrough path passes through the pick-and-roll area, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

5. The information processing method according to claim 3, wherein: Determine the current game position of the first virtual character bypassing the second virtual character by the following steps: Determining a pick-and-roll defense line formed by the second virtual character at the current game position based on a setting position of a virtual basketball basket in the virtual scene; If the action breakthrough path intersects the pick-and-roll defense line, it is determined that the first virtual character has bypassed the current game position of the second virtual character.

6. The information processing method according to claim 2, wherein: The step of controlling the first virtual character to perform a breakthrough action in response to the breakthrough control operation on the first virtual character includes: In response to a first trigger operation on a breakthrough skill control, controlling the first virtual character to perform a breakthrough action corresponding to the breakthrough skill control; or In response to a second trigger operation on the movement control area, a breakthrough direction of the first virtual character is determined; and the first virtual character is controlled to perform a breakthrough action in the breakthrough direction.

7. The information processing method according to claim 1, wherein: After adjusting the cooperation gain skill possessed by the first virtual character to a triggered state, the information processing method further includes: A first marking effect is displayed at a first preset position of the first virtual character and a second preset position of the second virtual character respectively, so as to use the first marking effect to prompt the first virtual character that the first virtual character can implement a breakthrough cooperation tactic with the help of the second virtual character.

8. The information processing method according to claim 7, wherein: The information processing method further includes: In response to the triggering of the mark update event, a first mark special effect is displayed at the first preset position of the first virtual character and the third preset position of the third virtual character, respectively, so as to use the first mark special effect to prompt the first virtual character that the first virtual character can implement breakthrough cooperation tactics with the help of the third virtual character.

9. The information processing method according to claim 8, wherein: The tag update event includes one of the following items: The position of the first virtual character in the virtual scene changes; detecting a selection operation on the third virtual character; The relative distance between the third virtual character and the first virtual character is smaller than the relative distance between the second virtual character and the first virtual character.

10. The information processing method according to claim 1, wherein: The breakthrough cooperation tactics include a first pick-and-roll cooperation tactic and a second pick-and-roll cooperation tactic; and determining the additional game gain generated by the cooperation gain skill according to the breakthrough cooperation tactics includes: When the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, determining that the cooperation gain skill generates a first additional game gain; When the breakthrough cooperation tactic is the second pick-and-roll cooperation tactic, it is determined that the cooperation gain skill generates a second additional game gain.

11. The information processing method according to claim 10, wherein: The first additional game gain is a game gain produced by a first target skill, wherein, when the first virtual character is in a ball-holding state, the first target skill is configured to the second virtual character or the third virtual character to assist the second virtual character or the third virtual character to trigger a scoring event after receiving the ball; when the first virtual character is in a ball-free state, the first target skill is configured to the first virtual character to assist the first virtual character to trigger a scoring event after receiving the ball.

12. The information processing method according to claim 11, wherein: The information processing method further includes: In response to a skill triggering instruction for the first target skill, controlling the second virtual character or the third virtual character to receive the virtual sphere delivered by the first virtual character and shoot the virtual sphere into a virtual ball basket; or In response to a skill triggering instruction for the first target skill, the first virtual character is controlled to receive the virtual sphere passed by the second virtual character and shoot the virtual sphere into a virtual ball basket.

13. The information processing method according to claim 10, wherein: The first additional game gain is used to provide a gain effect for character attribute parameters of the first virtual character and / or the second virtual character.

14. The information processing method according to any one of claims 11 to 13, wherein: The second additional game gain is a game gain produced by a second target skill, wherein the second target skill is assigned to a fourth virtual character and is used to control the fourth virtual character to perform a negative action, and the fourth virtual character and the first virtual character belong to a different camp.

15. The information processing method according to claim 11 or 12, wherein: The second additional game gain is used to provide a gain effect for the character attribute parameters of the first virtual character and / or the second virtual character.

16. The information processing method according to claim 10, wherein: When the breakthrough cooperation tactic is a first pick-and-roll cooperation tactic, the information processing method further includes: A second marking effect is displayed at a fourth preset position of the first virtual character; wherein the second marking effect is used to prompt that a first pick-and-roll cooperation tactic has been adopted between the first virtual character and the second virtual character.

17. The information processing method according to claim 1, wherein: The second virtual character is a virtual character in the same camp and has the shortest relative distance to the first virtual character within the preset area.

18. An information processing device, comprising: providing, in a graphical user interface of a terminal device, a virtual scene for enabling virtual characters from different camps to interact with each other; wherein the virtual characters from different camps compete with each other for a virtual sphere in the virtual scene; and The state adjustment module is configured to adjust the cooperation gain skill possessed by the first virtual character to a triggered state in response to detecting the presence of a second virtual character in a preset area of ​​the first virtual character during the first virtual character's attack; a tactic determination module configured to determine a breakthrough cooperation tactic to be adopted by the first virtual character and the second virtual character in response to a breakthrough control operation on the first virtual character when the cooperation gain skill is in a triggered state; The gain allocation module is configured to determine the additional game gain generated by the cooperation gain skill based on the breakthrough cooperation tactics.

19. An electronic device comprising: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of the information processing method as described in any one of claims 1 to 17.

20. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is operable to execute the steps of the information processing method according to any one of claims 1 to 17 when executed by a processor.

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