Control method and apparatus for virtual character, and medium, device and program product
By controlling the behavior of virtual characters based on the memory content matched to the interaction scenario, the problem of inconsistent memory content for non-player characters in different scenarios is solved, which enhances the immersion of the game, protects player privacy, and reduces churn rate.
Patent Information
- Application Number
- PCT/CN2025/080153
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-28
- Filing Date
- 2025-03-03
- Publication Date
- 2025-12-04
AI Technical Summary
In existing technologies, non-player-controlled characters use inconsistent memory content in different game scenarios, leading to reduced immersion, information leakage, and behavioral conflicts, thus increasing player churn.
By identifying the target interaction scenarios between the virtual character and the player character, and using matching private or public memory content to control the behavior of the virtual character, consistency and privacy protection are ensured across different interaction scenarios.
It enhances the game's immersion and realism, avoids behavioral conflicts between virtual characters and the leakage of player information, and improves the gaming experience.
Smart Images

Figure CN2025080153_04122025_PF_FP_ABST
Abstract
Description
Methods, devices, media, equipment and program products for controlling virtual characters
[0001] This application claims priority to Chinese Patent Application No. 202410674916.9, filed on May 28, 2024, the disclosure of which is incorporated herein by reference in its entirety. Technical Field
[0002] This disclosure relates to a method, apparatus, medium, device, and program product for controlling a virtual character. Background Technology
[0003] In the gaming industry, the use of artificial intelligence (AI) technology enables non-player characters (NPCs) in games to exhibit more intelligent, autonomous, and dynamic behaviors, thereby enhancing the immersion and interactivity of the game.
[0004] In related technologies, non-player characters can interact with player characters based on their shared memories. However, the use of these memories cannot be universally applicable to all game scenarios. This can lead to non-player characters either losing their memories in some scenarios or using inappropriate memories in others. This not only reduces player immersion but also risks leaking player information or causing behavioral conflicts with non-player characters, ultimately increasing player churn. Summary of the Invention
[0005] This summary section is provided to briefly introduce the concepts, which will be described in detail in the detailed description section below. This summary section is not intended to identify key or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.
[0006] Firstly, this disclosure provides a method for controlling a virtual character, including:
[0007] Determine the target interaction scenario between the virtual character and the player character, wherein the virtual character is a non-player-controlled character;
[0008] Based on the target memory content that matches the target interaction scenario, determine the first interactive behavior corresponding to the virtual character;
[0009] Control the virtual character to perform the first interactive behavior.
[0010] Secondly, this disclosure provides a control device for a virtual character, comprising:
[0011] The first determining module is configured to determine the target interaction scenario between the virtual character and the player character, wherein the virtual character is a non-player-controlled character;
[0012] The second determining module is configured to determine the first interactive behavior corresponding to the virtual character based on the target memory content that matches the target interaction scenario;
[0013] The control module is configured to control the virtual character to perform the first interactive behavior.
[0014] Thirdly, this disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect.
[0015] Fourthly, this disclosure provides an electronic device, comprising:
[0016] A storage device on which computer programs are stored;
[0017] A processing device for executing the computer program in the storage device to implement the steps of the method described in the first aspect.
[0018] Fifthly, this disclosure provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the method described in the first aspect.
[0019] Other features and advantages of this disclosure will be described in detail in the following detailed description section. Attached Figure Description
[0020] The above and other features, advantages, and aspects of the embodiments of this disclosure will become more apparent from the accompanying drawings and the following detailed description. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic, and the originals and elements are not necessarily drawn to scale. In the drawings:
[0021] Figure 1 is a flowchart illustrating a virtual character control method according to some embodiments;
[0022] Figure 2 is a schematic diagram illustrating the second log content according to some embodiments;
[0023] Figure 3 is a flowchart illustrating a virtual character control method according to some embodiments;
[0024] Figure 4 is a schematic diagram of the structure of a control device for a virtual character according to some embodiments; and
[0025] Figure 5 is a schematic diagram of the structure of an electronic device according to some embodiments. Detailed Implementation
[0026] Embodiments of this disclosure will now be described in more detail with reference to the accompanying drawings. While some embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of this disclosure. It should be understood that the accompanying drawings and embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of protection of this disclosure.
[0027] It should be understood that the steps described in the method embodiments of this disclosure may be performed in different orders and / or in parallel. Furthermore, the method embodiments may include additional steps and / or omit the steps shown. The scope of this disclosure is not limited in this respect.
[0028] The term "comprising" and its variations as used herein are open-ended inclusions, meaning "including but not limited to". The term "based on" means "at least partially based on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Definitions of other terms will be given in the description below.
[0029] It should be noted that the concepts of "first" and "second" mentioned in this disclosure are used only to distinguish different devices, modules or units, and are not used to limit the order of functions performed by these devices, modules or units or their interdependencies.
[0030] It should be noted that the terms "a" and "a plurality of" used in this disclosure are illustrative rather than restrictive, and those skilled in the art should understand that, unless otherwise expressly indicated in the context, they should be understood as "one or more".
[0031] The names of messages or information exchanged between multiple devices in the embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of such messages or information.
[0032] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.
[0033] For example, upon receiving a user's active request, a prompt message is sent to the user to explicitly inform them that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the software or hardware, such as the electronic device, application, server, or storage medium performing the operations of this disclosed technical solution, based on the prompt message.
[0034] As an optional but non-limiting implementation, in response to a user's active request, sending a prompt message to the user can be done via a pop-up window, where the prompt message can be presented in text format. Furthermore, the pop-up window can also include a selection control allowing the user to choose "agree" or "disagree" to provide personal information to the electronic device.
[0035] It is understood that the above notification and user authorization process are merely illustrative and do not constitute a limitation on the implementation of this disclosure. Other methods that comply with relevant laws and regulations may also be applied to the implementation of this disclosure.
[0036] Meanwhile, it is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.
[0037] Figure 1 is a flowchart illustrating a virtual character control method according to some embodiments. As shown in Figure 1, this disclosure provides a virtual character control method, which can be executed by an electronic device, specifically by a virtual character control device. This device can be implemented in software and / or hardware and configured in the electronic device. As shown in Figure 1, the method may include the following steps.
[0038] In step 110, the target interaction scenario between the virtual character and the player character is determined.
[0039] Here, a virtual character refers to a game character that is not directly operated or controlled by the player. The virtual character can be a non-player-controlled character. The virtual character control method provided in this disclosure can be used to control the behavior of a non-player-controlled character. A player character refers to a game character operated or controlled by the player. It should be understood that a player character can refer to a player character controlled through an application of this electronic device.
[0040] The target interaction scenario between a virtual character and a player character can refer to any interactive scenario in which the virtual character and the player character interact. Interactive scenarios can include dialogue between the virtual character and the player character, a virtual character providing a quest to a player character, a virtual character trading items with a player character, a virtual character and the player character entering a dungeon together, and other similar scenarios.
[0041] For example, the target interaction scenario includes a first interaction scenario and a second interaction scenario. The first interaction scenario is a private interaction scenario in which a virtual character interacts with a player character, and the second interaction scenario is a public interaction scenario in which a virtual character interacts with multiple player characters.
[0042] It should be understood that, in the embodiments of this disclosure, the target interaction scenario can be divided into two types of interaction scenarios: a first interaction scenario and a second interaction scenario.
[0043] The first interaction scenario is a private interaction scenario where a virtual character interacts with a player character. In a private interaction scenario, a player character interacts with a virtual character, and the content of this interaction will not be known to other player characters.
[0044] For example, when a player character communicates with a virtual character through the game's instant messaging (IM) private chat function, the target interaction scenario between the virtual character and the player character is the first interaction scenario.
[0045] For example, a player character and a virtual character play together one-on-one in a game scene, and the target interaction scene between the virtual character and the player character is the first interaction scene.
[0046] In other words, the first interaction scenario can be understood as a private scenario between the virtual character and the player character.
[0047] The second interactive scenario is a public interactive scenario where virtual characters interact with multiple player characters. In this public interactive scenario, virtual characters can interact with multiple player characters simultaneously, and the content of these interactions can be seen by all player characters in the public interactive scenario.
[0048] For example, when a player character communicates with a virtual character in the game's public channel, the target interaction scenario between the virtual character and the player character is the second interaction scenario.
[0049] For example, when multiple player characters team up with a virtual character to play together, the target interaction scenario between the virtual character and the player characters is the second interaction scenario.
[0050] It should be understood that the target interaction scenarios between virtual characters and player characters can be determined through the interaction scenarios between player characters and virtual characters or game functions.
[0051] For example, the target interaction scenario between the virtual character and the player character can be determined based on the game environment in which the virtual character and the player character are located.
[0052] When the game environment in which the virtual character and the player character are located is a game environment that only allows the virtual character and one player character to enter, the target interaction scene between the virtual character and the player character is the first interaction scene.
[0053] If the game environment in which the virtual character and the player character are located allows the virtual character and multiple player characters to enter, then the target interaction scenario between the virtual character and the player character is further determined based on the interaction methods adopted by the virtual character and each player character.
[0054] If the interaction between a virtual character and a player character is a private chat (visible only to the virtual character and the player character), then the target interaction scenario between the virtual character and the player character is defined as the first interaction scenario. If the interaction between the virtual character and the player character is a group chat (visible to other player characters besides the virtual character and the player character), then the target interaction scenario between the virtual character and the player character is defined as the second interaction scenario.
[0055] In other words, within a game scenario, the target interaction scenario between the virtual character and the player character can simultaneously include both a first interaction scenario and a second interaction scenario. The target interaction scenario can be determined based on the number of player characters who are aware of the interaction content between the virtual character and the player character.
[0056] In step 120, the first interactive behavior corresponding to the virtual character is determined based on the target memory content that matches the target interaction scenario.
[0057] Here, the first interactive behavior corresponding to the virtual character can refer to the dialogue content that the virtual character will output, the task information to be published or received, the action, and other behaviors that may occur in the game.
[0058] Different target interaction scenarios can correspond to different target memory contents. In other words, when the virtual character and the player character are in different target interaction scenarios, the virtual character's first interaction behavior can be determined based on the target memory contents corresponding to that target interaction scenario.
[0059] Among them, the target memory content that matches the target interaction scenario refers to the memory content between the virtual character and the player character. This memory content can be obtained based on the historical interaction content between the virtual character and the player character in the game scenario. For example, it is possible to record every interaction event between the player character and the virtual character (such as dialogue content, transactions, tasks, conflicts, etc.) and summarize the recorded events to obtain the memory content.
[0060] For example, the target memory content includes private memory content between virtual characters and player characters, as well as public memory content that can be published in public interaction scenarios. Private memory content refers to the memory content between virtual characters and player characters, while public memory content refers to memory content other than the private memory content between virtual characters and player characters that can be published in public interaction scenarios.
[0061] It should be noted that public memory content can also include the memory content of the virtual character itself. For example, the content of a virtual character playing alone in a game scene can also be recorded in public memory content.
[0062] Private memory content refers to the private memories between the virtual character and the player character. For each player character who interacts with the virtual character, private memory content between the virtual character and each player character can be maintained. Public memory content refers to the public memories between the virtual character and all player characters with whom they have interacted, and which can be published in the public interaction scene (second interaction scene).
[0063] It should be understood that public memories that can be made public in public interaction scenarios can refer to the interactive content between virtual characters and player characters that does not violate any laws or regulations and does not involve the personal privacy of player characters. For example, private memory content can involve the social relationship between virtual characters and player characters, but does not involve personal information such as personal hobbies or emotional expressions disclosed by player characters to virtual characters.
[0064] It is worth noting that different target memory contents can be used to determine the first interaction behavior for different target interaction scenarios. For example, private memory content is the target memory content corresponding to the first interaction scenario, while public memory content is the target memory content corresponding to the second interaction scenario.
[0065] In other words, private memory content influences the virtual character's first interactive behavior in the first interaction scenario, while public memory content influences the virtual character's first interactive behavior in the second interaction scenario. When the virtual character and the player character are in the first interaction scenario, the first interactive behavior is determined by the private memory content between the virtual character and the player character. When the virtual character and the player character are in the second interaction scenario, the first interactive behavior is determined by the virtual character's public memory content.
[0066] It should be understood that determining a virtual character's initial interactive behavior based on target memory content can be based on the virtual character's personality traits, set goals, and target memory content, using a large language model, state machine, or behavior tree to determine the virtual character's initial interactive behavior. By using target memory content, the virtual character can determine its initial interactive behavior in the game based on its memory content with the player character. This not only enhances the depth of the game's narrative but also makes the game world more realistic and dynamic.
[0067] In step 130, the virtual character is controlled to perform the first interactive behavior.
[0068] Here, after determining the first interactive behavior, the electronic device controls the virtual character to output the first interactive behavior. For example, if the first interactive behavior is dialogue content, the electronic device controls the virtual character to output that dialogue content. If the first interactive behavior is an action, the electronic device controls the virtual character to output that action.
[0069] Therefore, by identifying the target interaction scenario between the virtual character and the player character, and determining the corresponding first interactive behavior of the virtual character based on the target memory content matching the target interaction scenario, and controlling the virtual character to execute the first interactive behavior, different target memory content can be used to determine the first interactive behavior of the virtual character in different target interaction scenarios. This ensures the continuity of the memory content between the virtual character and the player character in different interaction scenarios, guarantees the long-term consistency of the virtual character's behavior, and enhances the game's immersion and realism. Moreover, differentiating the use of different target memory content by interaction scenario allows for the use of appropriate memory content in different interaction scenarios, avoiding conflicts in the virtual character's interactive behavior and preventing the virtual character from leaking the player's private information.
[0070] In some feasible implementations, in step 120, the target memory content can be determined from private memory content and public memory content according to the type of the target interaction scene, and the first interaction behavior of the virtual character can be determined according to the target memory content.
[0071] Here, for different types of target interaction scenarios, there are corresponding private memory content or public memory content. In other words, depending on the type of target interaction scenario, the target memory content can be determined from either private memory content or public memory content.
[0072] In some embodiments, in response to the target interaction scenario being a first interaction scenario, private memory content may be determined as target memory content; in response to the target interaction scenario being a second interaction scenario, public memory content may be determined as target memory content.
[0073] When the electronic device determines that the target interaction scenario between the virtual character and the player character is a first interaction scenario, it determines the corresponding first interaction behavior for the virtual character based on its private memory. When the electronic device determines that the target interaction scenario between the virtual character and the player character is a second interaction scenario, it determines the corresponding first interaction behavior for the virtual character based on its public memory.
[0074] In other words, when the target interaction scenario is type one, the first interaction behavior corresponding to the virtual character is determined based on the private memory content. When the target interaction scenario is type two, the first interaction behavior corresponding to the virtual character is determined based on the public memory content.
[0075] Private memory content only affects the virtual character's first interactive behavior in the first interactive scenario, and does not affect the virtual character's first interactive behavior in the second interactive scenario. Public memory content only affects the virtual character's first interactive behavior in the second interactive scenario, and does not affect the virtual character's first interactive behavior in the first interactive scenario.
[0076] Since the first interaction scenario is a private interaction between the virtual character and the player character, determining the first interaction behavior through private memory content can ensure the depth of interaction and emotional continuity between the virtual character and the player character. Since the second interaction scenario is a public interaction scenario between the virtual character and the player character, determining the first interaction behavior through public memory content can prevent the virtual character from outputting inappropriate information involving the player's privacy, and can also prevent conflicts in the virtual character's behavior.
[0077] It should be noted that in this embodiment, the virtual character actually maintains two types of memory content: private memory content used to determine the first interactive behavior of the virtual character in a private interactive scenario and public memory content used to determine the first interactive behavior of the virtual character in a public interactive scenario, so that the memory between the virtual character and the player character can be continued in different interactive scenarios.
[0078] Therefore, through the above implementation method, the memories between the player character and the virtual character can be preserved in various interactive scenarios, thus ensuring the continuity of the game story. Furthermore, by making the memory content independent of each interactive scenario, and using the corresponding memory content to determine interactive behavior in different scenarios, the leakage of player privacy information and the avoidance of behavioral conflicts between virtual characters can be prevented.
[0079] In some embodiments, when the type of the target interaction scenario is a second interaction scenario, the association between the player characters and virtual characters included in the second interaction scenario is determined. If the association satisfies the target conditions, the first interaction behavior is determined based on the private memory content and public memory content between the virtual characters and each player character.
[0080] Here, the relationship between player characters and virtual characters can refer to the in-game friendship between player characters and the in-game friendship between virtual characters and player characters.
[0081] For example, in the second interactive scenario, there are player character A, player character B, and a virtual character. Is the relationship between player character A and player character B a friend relationship? Are player character A and player character B each a friend relationship with the virtual character?
[0082] The target condition can refer to the fact that all player characters and virtual characters included in the second interaction scenario are friends. For example, in the second interaction scenario, there are player character A, player character B, and a virtual character. Player character A and player character B are friends, and player character A and player character B are each friends with the virtual character. In this case, the association between the player characters and virtual characters included in the second interaction scenario satisfies the target condition. Accordingly, the first interaction behavior is determined based on the private and public memory content between the virtual character and each player character.
[0083] It is important to note that the private memory content between the virtual character and each player character refers to the private memory content between the virtual character and each player character in the second interactive scene.
[0084] If the relationships between player characters and virtual characters included in the second interaction scenario do not meet the target conditions, the first interaction behavior can be determined based on the public memory content.
[0085] It is worth noting that if the relationship between the player characters and virtual characters in the second interactive scenario does not meet the target conditions, it means that the relationship between the player characters and virtual characters in the second interactive scenario has not reached the level of being able to use private memory content, so as to avoid the leakage of players' privacy information.
[0086] Therefore, through the above embodiments, the first interactive behavior performed by the virtual character can have a deeper depth, making the virtual character more realistic and also preventing the leakage of players' privacy information.
[0087] In some feasible implementations, the first historical interaction content between the virtual character and the player character can be obtained. Through a large language model, interaction content related to the virtual character's character setting goals can be extracted from the first historical interaction content to obtain private memory content.
[0088] Here, the first historical interaction content between the virtual character and the player character can refer to events that occur jointly between the virtual character and the player character. For example, interactive behaviors between the virtual character and the player character, dialogue content between the virtual character and the player character, etc.
[0089] In some embodiments, the first historical interaction content may refer to events that occur between the virtual character and the player character in a private interaction scenario. Of course, the first historical interaction content may also include events that occur between the virtual character and the player character in a private interaction scenario as well as events that occur between the virtual character and the player character in a public interaction scenario.
[0090] Electronic devices can collect and record the first historical interactions between virtual characters and player characters.
[0091] Large Language Models (LLMs) are deep learning models trained on massive amounts of text data. They can not only generate natural language text, but also deeply understand the meaning of text and handle various natural language tasks.
[0092] Electronic devices use a large language model to extract interaction content related to the virtual character's set goals from the first historical interaction content between the virtual character and the player character, thus obtaining private memory content.
[0093] In this context, the role-setting goal of a virtual character refers to the specific purpose, motivation, and behavioral orientation that the virtual character undertakes in the game. For example, in some game scenarios, the role-setting goal of a virtual character might be to establish an emotional connection with the player character. In other game scenarios, the role-setting goal of a virtual character might be to provide game tasks to the player character.
[0094] For example, a large language model can be used to determine the interactive content that needs to be memorized in the first historical interactive content through pre-set memory rules, so as to extract the interactive content related to the role setting goal of the virtual character from the first historical interactive content and obtain private memory content.
[0095] Among them, the pre-set memory rules can be related to the character setting goals of the virtual character.
[0096] For example, if the virtual character's goal is to establish an emotional connection with the player character, the pre-set memory rules could be: Focus on remembering content related to changes in social relationships (such as the virtual character's first meeting with the player character, their first time playing together, or arguments); focus on remembering personal information or emotional expressions related to the player character. For instance, focus on remembering the player character's preferences and interests (such as favorite hobbies, foods, movies, music, sports, etc.); focus on remembering the player character's personal stories and experiences (such as important events or experiences in the game, birthdays, milestones or challenges achieved in the game); focus on remembering the communication methods and boundaries between the virtual character and the player character (such as whether communication is via text message or phone call); and focus on remembering how the virtual character obtains emotional needs and support from the player character (such as obtaining emotional support through active listening, advice, or simply being present).
[0097] Based on the above memory rules, the large language model automatically identifies the interaction content in the first historical interaction content that meets the memory recording conditions, and summarizes the interaction content that meets the memory recording conditions as private memory content.
[0098] It should be understood that the pre-set memory rules can be set independently by the game developers based on different game scenarios or game objectives to be achieved.
[0099] In some embodiments, private memory content can be stored in the form of natural language. For example, for the interaction content where player character A purchases a virtual weapon from a virtual character, the corresponding private memory content can be stored in the natural language of "player character A purchased a virtual weapon at time B".
[0100] In this embodiment of the disclosure, the private memory content can actually be understood as the content obtained by summarizing the first historical interaction content between the player character and the virtual character.
[0101] Therefore, through the above implementation method, private memory content can be obtained from the first historical interaction content between the virtual character and the player character, thereby better supporting the interactive behavior of the virtual character in the first interaction scenario.
[0102] In some feasible implementations, the private memory content between the virtual character and each player character can be obtained, and then the public memory content can be extracted from the private memory content between the virtual character and each player character according to preset memory rules.
[0103] Here, for each player character who has interacted with the virtual character, private memory content corresponding to that player character and the virtual character is maintained. This private memory content can be obtained through the above-described implementation method, and will not be elaborated further in this embodiment.
[0104] Electronic devices extract public memory content from the private memory content between virtual characters and various player characters by using preset memory rules.
[0105] It should be understood that, in this embodiment of the disclosure, public memory content can actually be understood as memory content belonging to the virtual character and all player characters, obtained by summarizing and reflecting on the private memory content between the virtual character and all player characters. That is to say, the public memory content records the interaction content between the virtual character and all player characters that can be published in the public interaction scenario, while the private memory content only records the interaction content between the virtual character and the corresponding player character.
[0106] Among them, preset memory rules are used to extract memory content that can be published in public interaction scenarios from private memory content. Based on preset memory rules, electronic devices extract memory content that can be published in public interaction scenarios from the private memory content between virtual characters and various player characters, thereby obtaining public memory content.
[0107] For example, preset memory rules can be used to instruct the recording of game relationships between virtual characters and player characters that are at or below the friend level, to instruct the recording of privacy information involving player characters, and to instruct the recording of content that violates laws and regulations. Of course, in other embodiments, preset memory rules can also be used to instruct the recording of memory content that matches the personality of the virtual character. For example, if the virtual character's personality is set to positive and optimistic, then the overall tendency is to record pleasant events that occur between the virtual character and the player character.
[0108] It's worth noting that preset memory rules can be set independently by game developers based on different game scenarios or game objectives. However, regardless of how the preset memory rules are set, they are all used to enable electronic devices to extract memory content from private memory that can be published in public interactive scenarios, forming the public memory content of virtual characters.
[0109] Therefore, through the above implementation method, public memory content can be obtained from the private memory content between the virtual character and each player character, thereby better supporting the interactive behavior of the virtual character in the second interactive scenario.
[0110] In some feasible implementations, the private memory content can be summarized to obtain the first log content, and in response to the first operation triggered by the player character to view the private memory content of the virtual character, the first log content between the virtual character and the player character can be displayed.
[0111] Here, after obtaining the private memory content, it can be summarized to obtain the first log content. The first log content displays the historical interactions between the virtual character and the player character via a timeline.
[0112] It should be understood that the content of the first log is actually obtained by further summarizing and processing the private memory content. The content of the first log can be understood as a daily record between the virtual character and the player character, used to show the player the experiences between the virtual character and the player character.
[0113] The electronic device can respond to the first action triggered by player character A and display the first log content between the virtual character and player character A in the game's graphical user interface.
[0114] The first operation can be triggered by the player corresponding to player character A clicking on a control used to view the experiences between player character A and the virtual character.
[0115] It's important to note that the private memory content between the virtual character and the player character can only be viewed by the player character corresponding to that private memory content, but cannot be viewed by other player characters without the necessary permissions. This is to protect player privacy from being leaked. In other words, when any player triggers their first action in the game, the first log content between the player character they control and the virtual character will be displayed, and the first log content between other player characters and the virtual character will not be displayed.
[0116] Therefore, through the above implementation method, players can view the experiences between the player character they control and the virtual character, which greatly improves the player's gaming experience.
[0117] In some feasible implementations, the public memory content can be summarized to obtain second log content, and in response to a second operation triggered by any player character to view the public memory content of a virtual character, the second log content corresponding to the virtual character can be displayed.
[0118] Here, after obtaining the public memory content, it can be summarized to obtain the second log content. The second log content displays the historical interactions between the virtual character and various player characters via a timeline.
[0119] It should be understood that the content of the second log is actually obtained by further summarizing and processing the content of the public memory. The content of the second log can be understood as the daily records between the virtual character and each player character, used to show all players the experiences between the virtual character and each player character. For example, each record in the public memory content can be processed into the character's life story, showing the evolution of the interaction between the virtual character and the player in a timeline format, from the first encounter to major events, forming a short historical biography or narrative story.
[0120] The electronic device can respond to a second action triggered by any player character and display the second log content corresponding to the virtual character in the game's graphical user interface.
[0121] The second operation can be triggered by the player corresponding to the player character clicking on the control used to view the character's biography.
[0122] It's important to note that the shared memory of virtual characters can be viewed by any player character. In other words, when any player performs their first action in the game, the corresponding second log entry for that virtual character will be displayed.
[0123] Figure 2 is a schematic diagram of the second log content according to some embodiments. As shown in Figure 2, when player character A in game scene 201 triggers the second operation, the second log content 202 corresponding to the non-player controlled character can be displayed in game scene 201. The second log content 202 displays the historical interaction content between the non-player controlled character and each player character through a timeline.
[0124] Therefore, through the above implementation method, players can view the interactive behaviors that can be displayed between virtual characters in the game and all player characters, which greatly improves the player's gaming experience.
[0125] Figure 3 is a flowchart illustrating a virtual character control method according to some embodiments. As shown in Figure 3, in some implementable embodiments, the virtual character control method may include the following steps:
[0126] In step 301, the virtual character's second interactive behavior in the future is determined based on the virtual character's daily behavior and the private memory content between the virtual character and each player character.
[0127] Here, "daily behavior" refers to the actions a virtual character performs each day within the game scene. For example, a virtual character's daily behavior might be: practicing swordsmanship at the training ground on the edge of the village in the early morning. Or, for another virtual character, their daily behavior might be: patrolling a specific area within the game scene.
[0128] By performing daily actions, virtual characters can gain different benefits, thereby determining whether a virtual character triggers a specific event with a player character. When a specific event is triggered, the specific secondary interaction behavior can be determined based on the private memory content between the virtual character and each player character.
[0129] It's worth noting that the second interactive behavior can refer to an interactive behavior actively triggered by the virtual character, rather than by the player. In other words, to a certain extent, it can be understood that the virtual character can determine the second interactive behavior it will perform in the future based on its daily actions and private memory content.
[0130] In some embodiments, the role relationships between the virtual character and each player character can be determined based on private memory content. Based on the daily behavior of the virtual character, the role status gain provided by the daily behavior to the virtual character can be determined. If the role status gain meets preset conditions, based on the role relationships and the role status gain, the first target player character with whom the virtual character will interact in the future and the second interaction behavior for the first target player character can be determined.
[0131] In this context, "role relationship" refers to the intimacy between a virtual character and various player characters. Since private memory content is obtained through historical interactions, it reflects the impact of past interactions between player characters and virtual characters on role relationships. Therefore, by using private memory content, the role relationships between virtual characters and various player characters with whom they have interacted can be determined.
[0132] The character status bonus provided by daily activities to a virtual character refers to the beneficial effect that a virtual character gains by performing daily actions. For example, by engaging in the daily activity of learning skills, a virtual character can gradually increase or decrease the proficiency of a skill.
[0133] For example, a preset algorithm can be used to determine the character status gain provided by daily behaviors to a virtual character. For instance, if a virtual character goes to the training ground for sword training every morning (daily behavior), a preset algorithm can be used to randomly determine the virtual character's sword training performance that day (e.g., good / average / poor), thereby determining the character status gain.
[0134] When the character's status gain meets the preset conditions, the electronic device determines the first target player character with whom the virtual character will interact in the future, and the second interactive behavior for the first target player character, based on the character relationship and the character's status gain.
[0135] The preset condition can be that the value of the character's status buff is equal to or greater than a preset value. Taking the sword practice effect as an example, if the sword practice effect is good, it means that the character's status buff meets the preset condition, thereby triggering the identification of the first target player character and the second interactive behavior.
[0136] It's worth noting that determining the first target player character based on character relationships and status buffs can be achieved by first determining the corresponding target character relationship based on the character status buffs, and then selecting the player character whose relationship matches the target character's relationship from among all player characters who have interacted with the virtual character. For example, when the character status buff is positive, a player character with a poorer character relationship can be selected as the first target player character; when the character status buff is negative, a player character with a better character relationship can be selected as the first target player character.
[0137] Determining the second interactive behavior by considering role relationships and role state gains can be achieved by using a behavior model corresponding to the virtual character's role settings. This behavior model can be used to ask the virtual character a question based on the role relationship and the desired action to be performed under that character's state gain.
[0138] The following example illustrates the above implementation method:
[0139] Every morning, virtual character A goes to the training ground for swordsmanship training. A preset algorithm determines the effectiveness of virtual character A's training that day. If player character B interacts with virtual character A on the same day or a previous day, the content of this interaction is recorded in the private memories of both virtual character A and player character B. If the interaction causes a deterioration in the relationship between virtual character A and player character B, and virtual character A's training is effective, virtual character A can decide to challenge player character B to a duel the following day (a second interaction).
[0140] Of course, if the private memory content indicates that the relationship between virtual character A and player character C is better, then when virtual character A's sword training is not effective, virtual character A can seek comfort from player character C (secondary interaction behavior).
[0141] It should be understood that different secondary interaction behaviors can correspond to different character relationships and character status buffs for each player character. In other words, the secondary interaction behavior can be an interaction behavior that matches both the character relationship and the character status buff.
[0142] In step 302, the virtual character is controlled to perform a second interactive behavior.
[0143] Here, after the second interactive behavior is determined, the electronic device controls the virtual character to output the second interactive behavior. For example, assuming the second interactive behavior is that the virtual character A issues a duel challenge to the player character B on the second day, then the electronic device can control the virtual character A to post the duel challenge on the village bulletin board on the second day and engage in a duel challenge with the player character B.
[0144] Therefore, through the above implementation method, the second interactive behavior that the virtual character will perform in the future can be determined by daily behavior and private memory content, thereby making the virtual character more realistic and improving the player's game immersion.
[0145] In some feasible implementations, in response to a memory sharing operation triggered by a second target player character, the virtual character can be controlled to send the private memory content between the virtual character and the second target player character to a third target player character indicated by the memory sharing operation.
[0146] Here, the memory sharing operation can be triggered by the player controlling the second target player character. This memory sharing operation is used to instruct the virtual character to share the private memory content between the second target player character and the virtual character with the third target player character indicated by the memory sharing operation.
[0147] In response to a memory sharing operation, the electronic device controls a virtual character to share private memory content between a second target player character and the virtual character with a third target player character.
[0148] For example, a virtual character can share private memory content between a second target player character and the virtual character with a third target player character through video, text, images, etc.
[0149] It should be understood that sending the private memory content between the virtual character and the second target player character to the third target player character indicated by the memory sharing operation can also be sending the corresponding first log content to the third target player character.
[0150] It is worth noting that the private memory content sent between the virtual character and the second target player character can be private memory content within a specified time period.
[0151] Therefore, by sending private memories between the virtual character and the second target player character to a third target player character, the gameplay can be made more diverse, enhancing the player's gaming experience. For example, when player character A and player character B have a closer relationship, player character A can share their experiences with the virtual character with player character B.
[0152] In some feasible implementations, in response to a takeover operation triggered by a fourth target player character to instruct a virtual character to take over control of the fourth target player character, the third memory content corresponding to the fourth target player character can be obtained based on the fourth target player character's historical interaction behavior during a target time period, and the third memory content can be sent to the virtual character so that the virtual character can control the fourth target player character based on the third memory content.
[0153] Here, the takeover operation can be triggered by the player corresponding to the fourth target player character. This takeover operation instructs the virtual character to take over control of the fourth target player character. For example, when the player of the fourth target player character needs to temporarily leave, the player can instruct the virtual character to take over control of the fourth target player character. As another example, when certain game storylines or levels require the virtual character to take over control of the fourth target player character, the player can instruct the virtual character to take over to advance the game storyline or complete the level.
[0154] The fourth target player character's historical interaction behavior within the target time period can refer to the interaction behavior during the period prior to triggering the takeover operation. The third memory content corresponding to the fourth target player character can be obtained from the fourth target player character's historical interaction behavior within the target time period using a large language model.
[0155] It is important to note that the third memory content actually reflects the interactive behavior of the fourth target player character during the target time period. Through the third memory content, the virtual character can understand the historical interactive behavior of the fourth target player character during the target time period, thereby better controlling the fourth target player character.
[0156] The virtual character controls the fourth target player character based on the third memory content. This means that the virtual character determines the interaction behavior of the fourth target player character based on the third memory content and controls the fourth target player character to perform that interaction behavior.
[0157] Through the above implementation method, when the virtual character takes over control of the fourth target player character, the virtual character can continue the historical interaction behavior of the fourth target player character to control the fourth target player character, so that the behavior of the fourth target player character can be more natural when the virtual character takes over control of the fourth target player character.
[0158] For example, when the fourth target player character is playing with other player characters, if the player controlling the fourth target player character needs to leave temporarily, the virtual character can control the fourth target player character based on the fourth target player character's historical interaction behavior, so that the interaction behavior performed by the fourth target player character can be closer to the habits of the player controlling the fourth target player character.
[0159] Figure 4 is a schematic diagram of a control device for a virtual character according to some embodiments. As shown in Figure 4, this disclosure provides a control device 400 for a virtual character, which includes:
[0160] The first determining module 401 is configured to determine a target interaction scenario between a virtual character and a player character, wherein the virtual character is a non-player-controlled character;
[0161] The second determining module 402 is configured to determine the first interactive behavior corresponding to the virtual character based on the target memory content that matches the target interaction scenario;
[0162] The control module 403 is configured to control the virtual character to perform the first interactive behavior.
[0163] Optionally, the target memory content includes private memory content between the virtual character and the player character, as well as public memory content that can be published in public interaction scenarios;
[0164] The second determining module 402 is specifically configured as follows:
[0165] Based on the type of the target interaction scenario, the target memory content is determined from the private memory content and the public memory content;
[0166] Based on the target memory content, the first interactive behavior of the virtual character is determined.
[0167] Optionally, the control device 400 for the virtual character further includes:
[0168] The first acquisition module is configured to acquire the first historical interaction content between the virtual character and the player character;
[0169] The first extraction module is configured to extract interactive content related to the role setting goal of the virtual character from the first historical interactive content through a large language model, thereby obtaining the private memory content.
[0170] Optionally, the control device 400 for the virtual character further includes:
[0171] The second acquisition module is configured to acquire the private memory content between the virtual character and each player character;
[0172] The second extraction module is configured to extract the public memory content from the private memory content between the virtual character and each player character according to a preset memory rule, wherein the preset memory rule is used to extract memory content that can be published in the public interaction scene from the private memory content.
[0173] Optionally, the target interaction scenario includes a first interaction scenario and a second interaction scenario. The first interaction scenario is a private interaction scenario in which the virtual character interacts with one of the player characters, and the second interaction scenario is a public interaction scenario in which the virtual character interacts with multiple player characters.
[0174] The second determining module 402 is specifically configured as follows:
[0175] In response to the target interaction scenario being of the type of the first interaction scenario, the private memory content is determined as the target memory content;
[0176] In response to the target interaction scenario being of the second interaction scenario, the public memory content is determined as the target memory content.
[0177] Optionally, the control device 400 for the virtual character further includes:
[0178] The first acquisition module is configured to summarize the private memory content to obtain the first log content, wherein the first log content displays the historical interaction content between the virtual character and the player character through a timeline;
[0179] The first display module is configured to, in response to a first operation triggered by the player character to view the private memory content of the virtual character, display the first log content between the virtual character and the player character; or
[0180] The second acquisition module is configured to summarize the public memory content to obtain second log content, wherein the second log content displays the historical interaction content between the virtual character and each player character through a timeline;
[0181] The second display module is configured to display the second log content corresponding to the virtual character in response to a second operation triggered by any player character to view the public memory content of the virtual character.
[0182] Optionally, the control device 400 for the virtual character further includes:
[0183] The third determining module is configured to determine the second interactive behavior that the virtual character will perform in the future based on the virtual character's daily behavior and the private memory content between the virtual character and each player character;
[0184] The interaction module is configured to control the virtual character to perform the second interactive behavior.
[0185] Optionally, the third determining module is specifically configured as follows:
[0186] Based on the private memory content, determine the role relationships between the virtual character and each player character;
[0187] Based on the daily behavior of the virtual character, determine the character state gain that the daily behavior provides to the virtual character;
[0188] When the character state gain meets the preset conditions, based on the character relationship and the character state gain, determine the first target player character with whom the virtual character will interact in the future and the second interactive behavior for the first target player character.
[0189] Optionally, the control device 400 for the virtual character further includes:
[0190] The sharing module is configured to, in response to a memory sharing operation triggered by a second target player character, control the virtual character to send the private memory content between the virtual character and the second target player character to a third target player character indicated by the memory sharing operation; or
[0191] The takeover module is configured to respond to a takeover operation triggered by a fourth target player character, which instructs the virtual character to take over control of the fourth target player character, and to obtain the third memory content corresponding to the fourth target player character based on the historical interaction behavior of the fourth target player character during the target time period.
[0192] The sending module is configured to send the third memory content to the virtual character, so that the virtual character controls the fourth target player character according to the third memory content.
[0193] The logic of the methods executed by each functional module in the control device 400 for the virtual character can be referred to the relevant method section of the above embodiment, and will not be repeated here.
[0194] Referring now to FIG5, a schematic diagram of the structure of an electronic device (e.g., a terminal device or a server) 600 suitable for implementing embodiments of the present disclosure is shown. The terminal device in the embodiments of the present disclosure may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. The electronic device shown in FIG5 is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present disclosure.
[0195] As shown in Figure 5, the electronic device 600 may include a processing unit (e.g., a central processing unit, a graphics processing unit, etc.) 601, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 602 or a program loaded from a storage device 608 into a random access memory (RAM) 603. The RAM 603 also stores various programs and data required for the operation of the electronic device 600. The processing unit 601, ROM 602, and RAM 603 are interconnected via a bus 604. An input / output (I / O) interface 605 is also connected to the bus 604.
[0196] Typically, the following devices can be connected to I / O interface 605: input devices 606 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 607 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 608 including, for example, magnetic tapes, hard disks, etc.; and communication devices 609. Communication device 609 allows electronic device 600 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 5 shows electronic device 600 with various devices, it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed alternatively.
[0197] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 609, or installed from a storage device 608, or installed from a ROM 602. When the computer program is executed by the processing device 601, it performs the functions defined in the methods of embodiments of this disclosure.
[0198] It should be noted that the computer-readable medium described in this disclosure can be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in connection with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.
[0199] In some implementations, clients and servers can communicate using any currently known or future-developed network protocol such as HTTP (Hypertext Transfer Protocol), and can interconnect with digital data communication (e.g., communication networks) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet of Things), and end-to-end networks (e.g., ad hoc end-to-end networks), as well as any currently known or future-developed networks.
[0200] The aforementioned computer-readable medium may be included in the aforementioned electronic device; or it may exist independently and not assembled into the electronic device.
[0201] The aforementioned computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to: determine a target interaction scenario between a virtual character and a player character, wherein the virtual character is a non-player-controlled character; determine a first interactive behavior corresponding to the virtual character based on target memory content matching the target interaction scenario; and control the virtual character to perform the first interactive behavior.
[0202] Computer program code for performing the operations of this disclosure can be written in one or more programming languages or a combination thereof, including but not limited to object-oriented programming languages such as Java, Smalltalk, and C++, as well as conventional procedural programming languages such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0203] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0204] The modules described in the embodiments of this disclosure can be implemented in software or hardware. The names of the modules are not, in some cases, intended to limit the functionality of the module itself.
[0205] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: Field Programmable Gate Arrays (FPGAs), Application-Specific Integrated Circuits (ASICs), Application Standard Products (ASSPs), System-on-Chip (SoCs), Complex Programmable Logic Devices (CPLDs), and so on.
[0206] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0207] The above description is merely a preferred embodiment of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of this disclosure is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed in this disclosure that have similar functions.
[0208] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of this disclosure. Certain features described in the context of individual embodiments may also be implemented in combination in a single embodiment. Conversely, various features described in the context of a single embodiment may also be implemented individually or in any suitable sub-combination in multiple embodiments.
[0209] Although the subject matter has been described using language specific to structural features and / or methodological logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. Rather, the specific features and actions described above are merely illustrative forms of implementing the claims. Regarding the apparatus in the above embodiments, the specific manner in which the various modules perform their operations has been described in detail in the embodiments relating to the method, and will not be elaborated upon here.
Claims
1. A method for controlling a virtual character, comprising: Determine the target interaction scenario between the virtual character and the player character, wherein the virtual character is a non-player-controlled character; Based on the target memory content that matches the target interaction scenario, determine the first interactive behavior corresponding to the virtual character; Control the virtual character to perform the first interactive behavior.
2. The method according to claim 1, wherein, The target memory content includes private memory content between the virtual character and the player character, as well as public memory content that can be published in public interaction scenarios; The step of determining the first interactive behavior corresponding to the virtual character based on the target memory content that matches the target interaction scenario includes: Based on the type of the target interaction scenario, the target memory content is determined from the private memory content and the public memory content; Based on the target memory content, the first interactive behavior of the virtual character is determined.
3. The method according to claim 2, wherein, The private memory content is obtained through the following steps: Obtain the first historical interaction content between the virtual character and the player character; By using a large language model, the private memory content is obtained by extracting interaction content related to the character setting goals of the virtual character from the first historical interaction content.
4. The method according to claim 3, wherein, The public memory content is obtained through the following steps: Obtain the private memory content between the virtual character and each player character; According to preset memory rules, the public memory content is extracted from the private memory content between the virtual character and each player character, wherein the preset memory rules are used to extract memory content that can be published in the public interactive scene from the private memory content.
5. The method according to any one of claims 2-4, wherein, The target interaction scenario includes a first interaction scenario and a second interaction scenario. The first interaction scenario is a private interaction scenario in which the virtual character interacts with one of the player characters, and the second interaction scenario is a public interaction scenario in which the virtual character interacts with multiple player characters. The step of determining the target memory content from the private memory content and the public memory content based on the type of the target interaction scenario includes: In response to the target interaction scenario being of the type of the first interaction scenario, the private memory content is determined as the target memory content; In response to the target interaction scenario being of the second interaction scenario, the public memory content is determined as the target memory content.
6. The method according to claim 4 or 5, further comprising: The private memory content is summarized to obtain the first log content, wherein the first log content displays the historical interaction content between the virtual character and the player character through a timeline; In response to a first operation triggered by the player character to view the private memory content of the virtual character, the first log content between the virtual character and the player character is displayed; or The public memory content is summarized to obtain the second log content, wherein the second log content displays the historical interaction content between the virtual character and each player character through a timeline; In response to a second operation triggered by any player character to view the public memory content of the virtual character, the second log content corresponding to the virtual character is displayed.
7. The method according to any one of claims 2-6, further comprising: Based on the virtual character's daily behavior and the private memory content between the virtual character and each player character, determine the second interactive behavior that the virtual character will perform in the future; Control the virtual character to perform the second interactive behavior.
8. The method according to claim 7, wherein, The step of determining the second interactive behavior that the virtual character will perform in the future based on the virtual character's daily behavior and the private memory content between the virtual character and each player character includes: Based on the private memory content, determine the role relationships between the virtual character and each player character; Based on the daily behavior of the virtual character, determine the character state gain that the daily behavior provides to the virtual character; When the character state gain meets the preset conditions, based on the character relationship and the character state gain, determine the first target player character with whom the virtual character will interact in the future and the second interactive behavior for the first target player character.
9. The method according to any one of claims 2-8, further comprising: In response to a memory sharing operation triggered by a second target player character, the virtual character is controlled to send the private memory content between the virtual character and the second target player character to a third target player character indicated by the memory sharing operation; or In response to a takeover operation triggered by a fourth target player character, instructing the virtual character to take over control of the fourth target player character, the third memory content corresponding to the fourth target player character is obtained based on the historical interaction behavior of the fourth target player character during the target time period; The third memory content is sent to the virtual character so that the virtual character controls the fourth target player character based on the third memory content.
10. A control device for a virtual character, comprising: The first determining module is configured to determine the target interaction scenario between the virtual character and the player character, wherein the virtual character is a non-player-controlled character; The second determining module is configured to determine the first interactive behavior corresponding to the virtual character based on the target memory content that matches the target interaction scenario; The control module is configured to control the virtual character to perform the first interactive behavior.
11. A computer-readable medium storing a computer program, wherein, When the computer program is executed by the processing device, it implements the steps of the method according to any one of claims 1-9.
12. An electronic device, characterized in that, include: A storage device on which computer programs are stored; A processing device for executing the computer program in the storage device to implement the control method for the virtual character according to any one of claims 1-9.
13. A computer program product comprising a computer program, wherein, When the computer program is executed by the processor, it implements the control method for the virtual character as described in any one of claims 1-9.
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