Interaction processing method and apparatus for virtual scene, electronic device, computer-readable storage medium, and computer program product

By determining the allocation of virtual resources based on the interaction results in a virtual scene, the problem of mismatch between virtual resources and player roles is solved, achieving accurate matching and efficient utilization of resources, and improving the game experience and computing efficiency.

WO2026016712A1PCT designated stage Publication Date: 2026-01-22TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/101704
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-07-19
Filing Date
2025-06-18
Publication Date
2026-01-22

AI Technical Summary

Technical Problem

In existing technologies, the virtual resource allocation method leads to a mismatch between virtual objects and their needs, resulting in resource waste and unnecessary resource consumption of the computer system.

Method used

By determining the allocation method of virtual resources based on the interaction results between player characters and non-player characters in a virtual scene, the quantity and ranking of virtual resources and player characters on specific interaction indicators are positively correlated. The virtual resources corresponding to each interaction indicator are directly stored, reducing the complex calculation of the overall indicator dimensions.

Benefits of technology

It improves the utilization and matching degree of virtual resources, reduces the resource consumption of computer systems, and enhances the gaming experience and computing efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides an interaction processing method and apparatus for a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a first virtual scene, wherein the first virtual scene comprises at least one player character and a non-player character; controlling the at least one player character to interact with the non-player character; and in response to the end of the interaction, displaying an interaction result, wherein the interaction result comprises a plurality of interaction indicators, the interaction result is used for determining a virtual resource separately issued for each player character, the virtual resource comprises a plurality of parts that have one-to-one correspondence to the plurality of interaction indicators, and the amount of each part is positively correlated with the ranking of the player character in terms of the interaction indicator corresponding to the part.
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Description

Method and device for processing interaction of virtual scene, electronic device, computer readable storage medium and computer program product

[0001] Cross-reference to Related Applications

[0002] The present application is based on and claims priority to Chinese Patent Application No. 202410977690X, filed on July 19, 2024, the entire contents of which are incorporated herein by reference. TECHNICAL FIELD

[0003] The present application relates to the technical field of Internet, and in particular to a method and device for processing interaction of a virtual scene, an electronic device, a computer readable storage medium and a computer program product. BACKGROUND

[0004] Based on the display technology of graphics processing hardware, the channel for perceiving the environment and obtaining information is expanded, and in particular, the display technology of a virtual scene can realize diversified interaction between virtual objects (such as player characters and non-player characters) controlled by a user (or a player) or artificial intelligence according to actual application requirements, and has various typical application scenarios, for example, in a virtual scene of a game, a real battle process between virtual objects can be simulated.

[0005] In related technologies, a game system allocates virtual resources to overall indicators of players in a virtual scene, but this allocation method can cause virtual resources to be concentrated on virtual objects with high overall indicators, and these objects cannot fully utilize the allocated virtual resources, and some virtual objects that need virtual resources cannot obtain virtual resources because of low overall indicators. This not only causes mismatch between virtual resources and actual needs of virtual objects, but also causes unnecessary resource consumption of a computer system for calculating virtual resources. SUMMARY

[0006] Therefore, the embodiments of the present application provide a method and device for processing interaction of a virtual scene, an electronic device, a computer readable storage medium and a computer program product, which can enhance the matching degree of player characters and virtual resources and improve the utilization rate of virtual resources.

[0007] The technical solutions of the embodiments of the present application are implemented as follows:

[0008] The embodiments of the present application provide a method for processing interaction of a virtual scene, applied to an electronic device, comprising:

[0009] displaying a first virtual scene, wherein the first virtual scene includes at least one player character and a non-player character;

[0010] controlling the at least one player character to interact with the non-player character;

[0011] in response to the interaction ending, displaying an interaction result, wherein the interaction result includes a plurality of interaction indexes, the interaction result is used to determine virtual resources respectively distributed for each of the player characters, the virtual resources include a plurality of parts corresponding to the plurality of interaction indexes one by one, and a quantity of each of the parts is positively correlated with a ranking of the player character in the interaction index corresponding to the part.

[0012] Embodiments of the present application provide an interaction processing apparatus of a virtual scene, comprising:

[0013] a display module configured to display a first virtual scene, wherein the first virtual scene includes at least one player character and a non-player character;

[0014] a control module configured to control the at least one player character to interact with the non-player character;

[0015] the display module is further configured to, in response to the interaction ending, display an interaction result, wherein the interaction result includes a plurality of interaction indexes, the interaction result is used to determine virtual resources respectively distributed for each of the player characters, the virtual resources include a plurality of parts corresponding to the plurality of interaction indexes one by one, and a quantity of each of the parts is positively correlated with a ranking of the player character in the interaction index corresponding to the part.

[0016] Embodiments of the present application provide an electronic device, comprising:

[0017] a memory configured to store executable instructions;

[0018] a processor configured to execute the executable instructions stored in the memory, and implement the interaction processing method of the virtual scene provided by embodiments of the present application.

[0019] Embodiments of the present application provide a computer readable storage medium, storing computer executable instructions, for being executed by a processor, to implement the interaction processing method of the virtual scene provided by embodiments of the present application.

[0020] Embodiments of the present application provide a computer program product, comprising a computer program or computer executable instructions, for being executed by a processor, to implement the interaction processing method of the virtual scene provided by embodiments of the present application.

[0021] Embodiments of the present application have the following beneficial effects:

[0022] The virtual resources issued for the player character are determined based on the interaction results between the player character and the non-player characters, and the virtual resources include a plurality of parts corresponding to a plurality of interaction indicators one by one, and the number of each part is positively correlated with the ranking of the player character in the corresponding interaction indicator, so that the virtual resources accurately match the performance of the player character in a specific interaction indicator, improve the matching degree of the virtual resources and the ranking of the player character in different interaction indicators, and improve the pertinence and rationality of resource allocation. The corresponding resource allocation is generated based on the ranking of each interaction indicator, without complex weighted calculation of the player character from the overall interaction indicator dimension, reducing the invalid operation amount of the computer system in the resource allocation link, improving the computing efficiency, and reducing resource consumption. Since the resource allocation is independently calculated based on each interaction indicator, the virtual resources corresponding to each interaction indicator can be directly stored, reducing data redundancy caused by unused virtual resources allocated to players with high overall indicators. BRIEF DESCRIPTION OF DRAWINGS

[0023] FIG. 1 is an architecture schematic diagram of an interaction processing system 100 of a virtual scene provided by an embodiment of the present application;

[0024] FIG. 2 is a structural schematic diagram of an electronic device 500 provided by an embodiment of the present application;

[0025] FIG. 3 is a first flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0026] FIG. 4 is a second flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0027] FIG. 5 is a third flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0028] FIG. 6 is a first application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0029] FIG. 7 is a second application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0030] FIG. 8 is a third application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0031] FIG. 9 is a fourth application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0032] FIG. 10 is a fifth application scenario schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application;

[0033] FIG. 11 is a fourth flow schematic diagram of an interaction processing method of a virtual scene provided by an embodiment of the present application.

[0034] It should be noted that the above-mentioned "first", "second" are only used to distinguish different schemes, and do not represent the advantages or disadvantages of the schemes or the priority in the implementation process. DETAILED DESCRIPTION

[0035] In order to make the purposes, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings, and the described embodiments should not be regarded as limitations of the present application. All other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present application.

[0036] In the following description, "some embodiments" are related to a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0037] It can be understood that in the embodiments of the present application, the data related to user information and the like (for example, the data of a game character controlled by a player) need to obtain the permission or consent of the user when the embodiments of the present application are applied to specific products or technologies, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards.

[0038] In the following description, the terms "first", "second", and the like are only used to distinguish similar objects, and do not represent a specific order of the objects. It can be understood that "first", "second", and the like can be interchanged in a specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0039] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.

[0040] Before the embodiments of the present application are further described in detail, the terms and phrases related to the embodiments of the present application are explained, and the terms and phrases related to the embodiments of the present application are applicable to the following explanations.

[0041] 1) In response to: used to represent the conditions or states on which the operations performed depend, when the dependent conditions or states are met, one or more operations performed can be real-time or have a set delay; in the absence of special instructions, there is no restriction on the execution order of multiple operations performed.

[0042] 2) Virtual scene: is the scene displayed (or provided) by the application when running on the terminal device. The scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include sky, land, ocean, etc., the land can include desert, city, etc. environment elements, and the user (or player) can control the player character to move in the virtual scene.

[0043] 3) Player character (PC, Player Character): refers to the character in the virtual scene controlled by the player. These characters are usually key figures in the game plot, or protagonists driving the story forward. The player character can have a series of attributes, skills and characteristics, which are usually determined by the rules of the game setting, including but not limited to health, attack power, defense power, magic ability, etc. In the game, the player can obtain experience points, equipment and skill improvement by controlling the player character to perform tasks, solve problems or defeat monsters, etc., so that the character develops continuously and the game story can be advanced.

[0044] 4) Non-player character (NPC, Non-Player Character): refers to the character in the virtual scene controlled by the game artificial intelligence (AI, Artificial Intelligence), rather than the character played by the player. NPC is usually used to fill the game world, provide background for the plot, perform tasks for the player, or serve as an object for the player to interact with. The design of NPC usually includes a certain degree of intelligence, so that they behave spontaneously in the game world to some extent, thereby enhancing the realism and interactivity of the game. The behavior pattern of NPC can be controlled by a simple script, or a more complex AI system can be used to achieve it, so that the NPC can interact and react in a more natural way in the game world.

[0045] 5) Self-walking chess game: is a game mode that plays by placing chess pieces, players fight each other by using chess pieces, and wins the opponent to win. For example, players can place chess pieces by purchasing them, then play to win, where the battle mode can be divided into two types, one is player battle round, for example, assuming there are 8 players, 1v1 divided into four groups to fight, the opponent is random, after winning, it can cause damage to the opponent, assuming that the game character controlled by the player has a total of 100 blood, when the blood is 0, the player is eliminated, the top 4 players are considered to win, and the corresponding segment score can be increased according to the name.

[0046] 6) Cloud gaming: also known as Gaming on Demand, which means deploying a game program in a server, running an instance of the game program (referred to as a game instance), and sending the game data output during the running process to the browser page of the user terminal. The page calls the media component of the browser to decode the game data, and renders the real-time game screen during the game process according to the decoding result. When the page detects the operation implemented by the user in the game screen, it will be reported to the game instance running in the server. When the game data of the response operation generated by the game instance is received, the decoding and rendering process will be repeated, so as to present the change of the game screen according to the user's operation in the page.

[0047] That is, cloud gaming is an online game technology based on cloud computing technology. Cloud gaming technology enables Thin Client with relatively limited graphics processing and data operation capabilities to run high-quality games. In the cloud gaming scenario, the game is not running on the user terminal (such as the player's game terminal), but in the cloud server, and the cloud server renders the game scene into an audio and video stream, which is transmitted to the user terminal through the network. In this way, the user terminal does not need to have strong graphics operation and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input instructions and send them to the cloud server.

[0048] 7) Interaction index, in a virtual scene, a measurable parameter used to quantify and measure specific performance dimensions of player characters and non-player characters during interaction, covering key data dimensions of various interaction behaviors such as combat and cooperation. In a simulated management virtual scene, the interaction index can be the number of transactions between the player character and the non-player character, and the on-time rate of completed orders; in an adventure virtual scene, the interaction index can be the attack hit rate of the player character on the non-player character enemy and the number of successful evasion of enemy attacks.

[0049] 8) Virtual resources, after the end of virtual scene interaction, virtual value items or values issued to the player character based on its performance in the interaction, which can be used for character training, equipment acquisition, and other in-game activities. After the end of virtual scene interaction, the player character can obtain experience points to promote the character to upgrade and unlock new skills; it is also possible to obtain rare materials for creating exclusive equipment. In a social virtual scene, the player can obtain honorary resources such as virtual medals and titles to enhance the influence of the character in the virtual community. These gold coins, experience points, materials, medals, etc. belong to virtual resources.

[0050] 9) Interaction result, after the interaction between the player character and the non-player character ends, a summary of the entire interaction process is presented, including multiple interaction indicators reflecting the interaction performance of the player character and their corresponding ranking, which is the basis for issuing virtual resources. Taking the virtual battle scene of multi-player competition as an example, the interaction result will display the kill number, death number, assist number and other interaction indicators of each player character, and generate a comprehensive ranking according to these indicators. For example, player A ranks first in kill number and third in assist number. Based on this interaction result, player A will be issued corresponding virtual resources according to the preset rules.

[0051] 10) Human-computer interaction interface, an interface for providing human-computer interaction function / displaying virtual scene.

[0052] For example, a graphical user interface (GUI) display, such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional holographic image formed by holographic projection technology, without the need to wear special glasses to see a stereoscopic image), a multi-modal interface (an interactive interface combining multiple interaction methods, such as touch, vision, hearing, etc.), a brain-machine interface (BMI) interface, etc.

[0053] Taking a self-walking chess game as an example, in the related art, for the monster turn, the player can obtain corresponding rewards by independently fighting with the monster, wherein the drop of the rewards is random, and the rewards dropped by the 8 players are completely based on luck, there is a certain difference, but the overall difference is not big. That is, in the related art, the fight between the player and the monster is relatively independent, and the difference in the dropped rewards is not big, resulting in a lack of competition for the player.

[0054] In view of this, the embodiments of the present application provide a virtual scene interaction processing method, device, electronic device, computer readable storage medium and computer program product, which can enrich the distribution mode of virtual resources in the virtual scene, thereby improving the competition and game experience of the player. The electronic device provided by the embodiments of the present application is described below. The electronic device provided by the embodiments of the present application can be implemented as a terminal device (corresponding to a single-player game), or cooperatively implemented by a terminal device and a server (corresponding to a networked game). The virtual scene interaction processing method provided by the embodiments of the present application is taken as an example for description.

[0055] Before introducing the architecture of the virtual scene interactive processing system provided by the embodiments of the present application, first introduce the game mode related by the embodiments of the present application. For the scheme of terminal device and server cooperative implementation, mainly involves two game modes, respectively local game mode and cloud game mode, wherein, the local game mode refers to the terminal device and server cooperative running game processing logic, the operation instruction input by the player in the terminal device, part of which is processed by the terminal device running game logic, another part is processed by the server running game logic, and the game logic processing of the server is often more complex, which needs to consume more computing power; the cloud game mode refers to completely running game logic processing by the server (such as cloud server), and rendering game scene data into audio and video stream by the cloud server, and then transmitting to the terminal device for display through the network. That is to say, the terminal device only needs to have the basic stream media playing ability and the ability to obtain the operation instruction of the player and send it to the server.

[0056] The architecture of the virtual scene interactive processing system provided by the embodiments of the present application is described below.

[0057] For example, see figure 1, figure 1 is the architecture schematic diagram of the virtual scene interactive processing system 100 provided by the embodiments of the present application, as shown in figure 1, the virtual scene interactive processing system 100 includes: server 200 (such as game background server), network 300 and terminal device 400, wherein, the network 300 can be local area network or wide area network, or the combination of the two, the terminal device 400 is the terminal device associated with the player, and the client 410 is running on the terminal device 400, the client 410 can be various types of client, such as including self walking chess game client, role playing game client, virtual scene client and browser etc.

[0058] In some embodiments, a first virtual scene (e.g., a virtual scene in which a non-player character is located) can be displayed in a human-computer interaction interface of the client 410, wherein the first virtual scene can include at least one player character and a non-player character (e.g., a boss in a game), when the client 410 detects that all player characters are teleported to the first virtual scene, the at least one player character can be controlled to interact with the non-player character, and then the client 410 displays an interaction result after detecting that the interaction ends, wherein the interaction result can include a plurality of interaction indicators (e.g., output damage values, survival durations, etc.), the interaction result can be used to determine virtual resources (i.e., virtual rewards) respectively awarded to each player character, and the virtual resources can include a plurality of parts corresponding to the plurality of interaction indicators one-to-one, and the number of each part can also be positively correlated with the ranking of the player character in the part corresponding interaction indicator, that is, the earlier the ranking of the player character, the more virtual resources the player character can obtain, in this way, the method of awarding virtual resources is enriched, and the competitiveness and game experience of the player are improved.

[0059] It should be noted that the virtual scene in the method for processing interaction of a virtual scene provided by the embodiments of the present application can be completely based on terminal device output or based on terminal device and server cooperative output, for example, the related data calculation and output of the virtual scene can be completely completed by relying on the graphic processing hardware computing capability of the terminal device 400, wherein the types of graphic processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU). For example, when forming a visual perception of a virtual scene, the terminal device 400 calculates the data required for display by means of graphic computing hardware, and completes loading, parsing and rendering of display data, and outputs a video frame capable of forming a visual perception of a virtual scene by means of graphic output hardware, for example, a two-dimensional video frame is presented on the display screen of a smart phone, or a video frame achieving a three-dimensional display effect is projected on the lens of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also form one or more of auditory perception, tactile perception, motion perception and gustatory perception by means of different hardware.

[0060] Of course, the computing capability of the server 200 can also be relied on to complete the virtual scene calculation, and output the virtual scene at the terminal device 400, for example, taking the formation of visual perception of the virtual scene as an example, the server 200 performs calculation of the virtual scene related display data (for example, scene data) and sends it to the terminal device 400 through the network 300, and the terminal device 400 relies on the graphic computing hardware to complete the loading, parsing and rendering of the calculation display data, relies on the graphic output hardware to output the virtual scene to form the visual perception, for example, a two-dimensional video frame can be presented on the display screen of a smart phone, or a video frame realizing a three-dimensional display effect is projected on the lens of an augmented reality / virtual reality glasses; for the perception of the form of the virtual scene, it can be understood that the corresponding hardware output of the terminal device 400 can be used, for example, a microphone is used to form auditory perception, a vibrator is used to form tactile perception, and the like.

[0061] In addition, it also needs to be explained that the server 200 in FIG. 1 can be a stand-alone physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN, Content Delivery Network), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal device 400 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto. The terminal device 400 and the server 200 can be connected directly or indirectly through wired or wireless communication, which is not limited in the embodiments of the present application.

[0062] In some embodiments, the terminal device or the server can also implement the interactive processing method of the virtual scene provided by the embodiments of the present application by running various computer executable instructions or computer programs. For example, the computer executable instructions can be microprogram level commands, machine instructions or software instructions. The computer program can be a native program or a software module in the operating system; it can be a native application program (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a self-walking chess game APP; it can also be a small program that can be embedded into any APP, that is, a program that only needs to be downloaded into a browser environment to run. In summary, the above computer executable instructions can be any form of instructions, and the above computer programs can be any form of application programs, modules or plug-ins.

[0063] The structure of the electronic device provided in the embodiments of the present application will be further described below. Taking the electronic device as a terminal device for example, referring to FIG. 2, FIG. 2 is a structural schematic diagram of an electronic device 500 provided in the embodiments of the present application, the electronic device 500 shown in FIG. 2 includes at least one processor 510, a memory 550, at least one network interface 520 and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It can be understood that the bus system 540 is used to realize the connection communication between the components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus and a status signal bus. However, for the purpose of clear illustration, all kinds of buses are marked as the bus system 540 in FIG. 2.

[0064] The processor 510 can be an integrated circuit chip with signal processing capability, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., wherein the general purpose processor can be a microprocessor or any conventional processor.

[0065] The user interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 530 also includes one or more input devices 532 that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0066] The memory 550 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, and the like. The memory 550 optionally includes one or more storage devices remotely located from the processor 510 in a physical location.

[0067] The memory 550 includes volatile memory or non-volatile memory, and can also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 550 described in the embodiments of the present application is intended to include any suitable type of memory.

[0068] In some embodiments, the memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or a subset or superset thereof, which are exemplarily described below.

[0069] The operating system 551 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, and the like, for implementing various basic services and processing hardware-based tasks;

[0070] The network communication module 552 is configured to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including Bluetooth, wireless fidelity (WiFi), and universal serial bus (USB), and the like;

[0071] The presentation module 553 is configured to enable presentation of information via one or more output devices 531 (e.g., a display screen, a speaker, and the like) associated with the user interface 530 (e.g., a user interface for operating a peripheral device and displaying content and information);

[0072] The input processing module 554 is configured to detect and interpret one or more user inputs or interactions from one or more input devices 532.

[0073] In some embodiments, the apparatus provided by the present application can be implemented in software, and FIG. 2 shows an interactive processing apparatus 555 of a virtual scene stored in the memory 550, which can be in the form of programs and plug-ins and the like, including the following software modules: a display module 5551, a control module 5552, a determination module 5553, a prediction module 5554, a sorting module 5555, and a deletion module 5556. These modules are logical, and thus can be combined or further split according to the implemented functions. It should be noted that, in FIG. 2, all the above modules are shown at one time for the convenience of expression, but should not be regarded as excluding the implementation that only includes the display module 5551 and the control module 5552. The functions of the various modules will be described below.

[0074] The interactive processing method of a virtual scene provided by the present application will be described in detail below in combination with the exemplary application and implementation of a terminal device provided by the present application.

[0075] For example, referring to FIG. 3, which is a first flowchart of the interactive processing method of a virtual scene provided by the present application, the steps shown in FIG. 3 will be described.

[0076] It should be noted that the method shown in FIG. 3 can be executed by various forms of computer programs run by the terminal device, and is not limited to the client, for example, can also be the operating system, software module, script, applet and the like described above, and therefore the following examples of the client should not be regarded as a limitation of the embodiments of the present application. In addition, for the convenience of description, the terminal device and the client run by the terminal device are not specifically distinguished in the following.

[0077] In step 101, a first virtual scene is displayed.

[0078] Here, the first virtual scene can include at least one player character and a non-player character. For example, the first virtual scene can refer to a virtual scene where the non-player character (for example, the Boss in the game) is located, and at least one player character (for example, which can be a candidate player character selected by the player in the second virtual scene) is transferred to the virtual scene where the non-player character is located (i.e., the first virtual scene) to interact with the non-player character.

[0079] In some embodiments, the at least one player character can include a first player character (for example, a game character currently controlled by the player), and before step 101 is executed, the following processing can also be performed: before each round of interaction starts, a second virtual scene is displayed, wherein the second virtual scene can include at least one candidate player character; in response to a selection operation for the at least one candidate player character, the selected candidate player character is selected as the first player character; and in response to no selection operation for the at least one candidate player character being received within a set time period (for example, 30 seconds), one of the at least one candidate player character is automatically selected as the first player character. Correspondingly, the above-mentioned step 101 can be implemented by switching from the second virtual scene to the first virtual scene and displaying the first player character and the non-player character in the first virtual scene.

[0080] For example, in a self-walking chess game, before each round of interaction (for example, fighting with the Boss in the game) starts, that is, in the previous preparation round of the Boss fighting round, the player can select a virtual chess piece (i.e., a player character) in the virtual chessboard (i.e., the second virtual scene) to participate in the Boss (i.e., a non-player character) fight, for example, a plurality of candidate virtual chess pieces (assuming chess pieces A, B and C) can be displayed in the virtual chessboard for the player to select, and assuming that the player selects chess piece A from the plurality of candidate virtual chess pieces, for example, receives a click operation of the player on chess piece A, then chess piece A can be selected as the chess piece (i.e., the first player character) that needs to be put into the game to fight with the Boss. After the player selects chess piece A, the player can also switch chess piece A to a highlighted state to prompt the player that chess piece A is currently selected, and then chess piece A can be transferred to the scene where the Boss in the game is located (i.e., the first virtual scene).

[0081] It should be noted that the chess pieces selected by other players in their corresponding virtual chessboards are also transmitted to the scene where the boss is located in the game. For example, if player 2 selects chess piece B in his corresponding virtual chessboard, chess piece B is also transmitted to the scene where the boss is located in the game to fight with chess piece A and the boss.

[0082] In addition, it should be noted that if the player does not select any chess piece in the preparation round, a chess piece can be automatically selected from the multiple candidate virtual chess pieces included in the virtual chessboard as a chess piece that needs to be put into the battle with the boss. For example, a chess piece can be randomly selected from the multiple candidate virtual chess pieces, a chess piece with the strongest comprehensive attributes can be automatically selected from the multiple candidate virtual chess pieces, or a chess piece that is selected last time or a chess piece with the most selection history can be automatically selected from the multiple candidate virtual chess pieces. The embodiments of the present application do not make specific limitations on this.

[0083] The embodiments of the present application not only support the player to actively select the first player character and give the player the autonomous decision space, but also provide an automatic selection mechanism for the case that the player does not operate in time, so as to avoid that the interaction cannot be normally carried out due to the player not selecting and improve the fluency of the player participating in the interaction. By clearly connecting the selection of the candidate player character in the second virtual scene and the interaction in the first virtual scene, the selection of the character and the switching of the scene are quickly completed, the waiting time of the player is shortened, and the interaction of each round is efficiently carried out. The multiple selectable strategies of the automatic selection can adapt to different player needs and game scenes and improve the overall game experience of the player.

[0084] In some other embodiments, after the second virtual scene is displayed, the following processing can be further performed: for a target candidate player character in the at least one candidate player character, the target candidate player character is highlighted in the second virtual scene, wherein the target candidate player character is a candidate player character that meets a recommendation condition. The recommendation condition can include at least one of the following: the attribute value of the player character reaches an attribute value threshold, the level of the player character reaches a level threshold, and the number of equipment of the player character reaches a number threshold.

[0085] For example, still taking the self-walking chess game as an example, in order to improve the selection efficiency of the player, after the virtual chessboard is displayed, the virtual chess pieces that meet the recommendation condition in the virtual chessboard can be highlighted, for example, the virtual chess pieces that meet the recommendation condition can be highlighted in a shining manner.

[0086] The embodiment of the present application can help the player to quickly lock a target candidate player character which meets the threshold in a certain dimension among a plurality of candidate player characters, facilitate the player to select, reduce the time spent on selecting a chess piece or checking the character attributes one by one, enable the player to complete the character selection more quickly, and enable the player to participate in the interaction in the first virtual scene, accelerate the game progress, and improve the game experience of the player.

[0087] In some embodiments, the at least one player character described above can include a first player character (for example, a game character controlled by the current player) and at least one second player character (for example, a game character controlled by another player), and before step 101 is performed, the following processing can also be performed: before the start of each round of interaction, a second virtual scene is displayed, wherein the second virtual scene can include at least one candidate player character; for each candidate player character, based on the characteristic data (for example, attack power, defense power, skill type, and life value) of the candidate player character, the characteristic data of the at least one second player character, and the characteristic data of the non-player character included in the first virtual scene, a machine learning model is called to perform prediction processing to obtain the probability of the candidate player character being selected, wherein the prediction processing targets the candidate player character and the at least one second player character knocking down the non-player character; the candidate player character with the maximum probability of being selected is taken as the first player character, so that the player is automatically helped to select the player character with the highest probability of knocking down the non-player character in an artificial intelligence-based manner, and the waste of resources caused by repeated trial and error of the player is avoided.

[0088] For example, the characteristic data of the candidate player character includes but is not limited to at least one of the following: attack power, defense power, skill type (for example, group damage, treatment, control), life value, attack speed, skill cooling time, attribute restriction relationship (for example, ice attribute addition to fire attribute enemy), etc. The characteristic data of the second player character includes but is not limited to at least one of the following: group attribute (for example, average attack power), team skill collocation (for example, whether there is group treatment assistance), character occupation distribution (proportion of output or assistance). The characteristic data of the non-player character includes but is not limited to at least one of the following: life value, attack power, skill mechanism (for example, range damage or invincible stage), attribute weakness, defense type (physical or magic resistance). The machine learning model described above can be various types of neural network models, for example, including convolutional neural network model, deep learning neural network model, and support vector machine, etc., and the type of the machine learning model is not specifically limited in the embodiment of the present application.

[0089] In some embodiments, the above-mentioned "calling the machine learning model for prediction processing based on the feature data of the candidate player role, the feature data of the at least one second player role, and the feature data of the non-player role included in the first virtual scene to obtain the probability of the candidate player role being selected" can be implemented by performing the following processing: performing embedding processing on the feature data of the candidate player role to obtain a first vector; performing embedding processing on the feature data of the at least one second player role to obtain a second vector; performing embedding processing on the feature data of the non-player role included in the first virtual scene to obtain a third vector; fusing the first vector, the second vector, and the third vector into a to-be-predicted vector; performing feature extraction on the to-be-predicted vector through multiple layers of neurons in the machine learning model to obtain deep features of the to-be-predicted vector; and performing linear transformation on the deep features to map the deep features to the probability of the candidate player role being selected.

[0090] For example, the machine learning model is trained by performing the following processing: obtaining the feature data of a historical candidate player role, the feature data of at least one historical second player role, and the feature data of a historical non-player role included in the first virtual scene; obtaining a real label, wherein the real label represents a historical real selected candidate player role; performing embedding processing on the feature data of the historical candidate player role, the feature data of the at least one historical second player role, and the feature data of the historical non-player role included in the first virtual scene to obtain a fourth vector, a fifth vector, and a sixth vector; fusing the fourth vector, the fifth vector, and the sixth vector into a fused vector; calling the initialized machine learning model for prediction processing based on the fused vector to obtain a predicted label, wherein the predicted label represents the probability of the predicted candidate player role being selected; determining a loss based on the real label and the predicted label; updating the parameters of the initialized machine learning model based on the loss to obtain the trained machine learning model.

[0091] Here, the initialized machine learning model is called for prediction processing based on the fused vector through a fully connected layer to obtain the predicted label; the loss between the real label and the predicted label is determined through a loss function; the loss is back-propagated to update the parameters of the initialized machine learning model, and the process of calculating the loss and updating the parameters is repeated multiple times until the global loss converges, the iteration process is stopped, and the trained machine learning model is obtained. The loss function can be a mean square error loss function, a cross-entropy loss function, a multi-label classification loss function, and a triplet loss function. Back propagation is achieved through a back propagation algorithm, which calculates the gradient of each neuron from the output layer to the input layer and updates the weights and biases of the neurons according to the gradient, and continuously updates the parameters in a gradient descent manner to reduce the loss value. Gradient descent can use various gradient descent algorithms, such as batch gradient descent algorithm, stochastic gradient descent algorithm, adaptive gradient descent algorithm, and momentum gradient descent algorithm.

[0092] The embodiment of the application screens the first player character by predicting the probability of the candidate character being selected by using a machine learning model based on the feature data of the candidate player character, the second player character and the non-player character, and taking down the non-player character as the target. The machine learning model automatically completes feature analysis, probability calculation and character selection, without manual trial and error by the player, effectively improving the rationality of character matching and the battle win rate, shortening the preparation time before each round of interaction, ensuring smooth and efficient switching from the second virtual scene to the first virtual scene, and optimizing the overall game rhythm.

[0093] In step 102, the at least one player character is controlled to interact with the non-player character.

[0094] In some embodiments, the at least one player character can be controlled to interact with the non-player character after the at least one player character is all transferred to the virtual scene (i.e., the first virtual scene) where the non-player character is located.

[0095] For example, in a self-walking chess game, for a mode in which 8 players challenge a boss (i.e., a non-player character) at the same time, the 8 players need to select chess pieces (i.e., player characters) to participate in the boss battle in their respective virtual chessboards (i.e., the second virtual scene). When the 8 chess pieces selected by the 8 players are all transferred to the scene (i.e., the first virtual scene) where the boss is located, the boss battle round begins, and at this time the boss can launch a group attack skill to attack (i.e., interact with) the 8 chess pieces at the same time.

[0096] In some other embodiments, when the number of at least one player character is multiple, multiple identifiers (such as avatars, nicknames, etc.) corresponding to the multiple player characters can also be displayed in the first virtual scene. When the multiple player characters are controlled to interact with the non-player character, the damage value caused by the player character corresponding to each identifier (such as the avatar area) to the non-player character can also be displayed in the identifier (such as the avatar area).

[0097] For example, still taking the self-walking chess game as an example, during the battle between the boss and the 8 chess pieces selected by the 8 players, the avatars of the 8 chess pieces can also be displayed on the screen, for example, the avatars corresponding to the 8 chess pieces can be displayed on the right side of the screen, and the damage value caused by the corresponding chess piece to the boss can also be displayed in each avatar.

[0098] It should be noted that the damage value displayed in the avatar can be updated in real time, and as the battle progresses, the damage value displayed in the avatar will also change in real time, i.e., the damage value displayed in the avatar is the latest cumulative damage value.

[0099] The embodiments of the present application can display the identifiers corresponding to the plurality of player characters and the real-time damage values, so that the players can intuitively master the contribution of the battle, clearly understand the battle situation, and improve the timeliness of the adjustment of the battle strategy. The dynamically updated damage values enable the players to perceive the battle performance in real time, stimulate the competitive consciousness, prompt the players to actively optimize the operation and strive for higher damage output, enhance the immersion and challenge of the game, and provide a visual reference for the virtual resource allocation after the interaction, so that the reward mechanism is more persuasive and fair.

[0100] In some embodiments, in response to none of the plurality of player characters being knocked down by the non-player character, the plurality of identifiers can be sorted based on the damage values caused by the plurality of player characters to the non-player character, for example, the plurality of identifiers can be sorted in descending order of the damage values.

[0101] For example, still taking the self-walking chess game as an example, in the Boss battle round, if none of the plurality of chess pieces (for example, 8 chess pieces) is knocked down by the Boss, the 8 avatars corresponding to the 8 chess pieces can be sorted in descending order of the cumulative damage values caused by the chess pieces to the Boss, for example, assuming that the chess piece A currently causes the maximum cumulative damage value to the Boss, the avatar of the chess piece A is ranked first; after a period of time, the cumulative damage value of the chess piece B to the Boss reaches the maximum, the avatar of the chess piece B can be adjusted to the first position, that is, the sorting result is dynamically adjusted according to the real-time interaction result, so that the sense of competition of the players can be further improved.

[0102] In some embodiments, in response to none of the plurality of player characters being knocked down by the non-player character, the plurality of identifiers can be sorted based on the damage values caused by the plurality of player characters to the non-player character, for example, the plurality of identifiers can be sorted in descending order of the damage values.

[0103] For example, still taking the self-walking chess game as an example, assuming that the chess piece A is knocked down by the Boss in the Boss battle round, that is, the blood volume of the chess piece A is reduced to zero, the chess piece A can be displayed, and the avatar of the chess piece A can be displayed at the bottom, and the avatar of the chess piece A can be switched to a gray state to prompt the player that the chess piece A has been knocked down. It should be noted that when the chess piece A is knocked down, the cumulative damage value of the chess piece A to the Boss will not continue to be updated.

[0104] In some embodiments, referring to FIG. 4, FIG. 4 is a second flowchart of the method for processing the interaction of the virtual scene according to an embodiment of the present application. As shown in FIG. 4, before step 102 shown in FIG. 3 is performed, steps 104 and 105 shown in FIG. 4 can also be performed. The steps shown in FIG. 4 will be described in combination.

[0105] For example, still taking the self-walking chess game as an example, if multiple chess pieces are knocked down in the Boss battle round, the avatars of the multiple knocked-down chess pieces at the bottom can also be sorted in descending order of the cumulative damage values caused to the Boss, for example, assuming that chess piece A and chess piece B are both knocked down by the Boss, the avatars of chess piece A and chess piece B can be placed at the bottom, and assuming that the cumulative damage value caused by chess piece A to the Boss is greater than the cumulative damage value caused by chess piece B to the Boss, the avatar of chess piece A can be located above the avatar of chess piece B, that is, the avatar of chess piece A is placed in front of the avatar of chess piece B.

[0106] The embodiment of the present application sorts the identifiers of the non-knocked-down player characters based on the damage values, so that the players can know the ranking of their own and others in real time, stimulate the competitive consciousness, and prompt the players to adjust the strategies to improve the damage output and enhance the tension of confrontation. The identifier of the knocked-down player character is processed by being cancelled, placed at the bottom, and changed in display style, so as to intuitively distinguish the surviving characters from the eliminated characters, so that the players can quickly master the battlefield situation, clearly understand their own situation and the remaining threats, and timely adjust the tactics. In addition, the identifier of the knocked-down player character is further sorted based on the damage values, so as to provide a more detailed basis for the virtual resource allocation after the interaction is ended, further enhance the fairness and persuasiveness of the result, and improve the immersion and satisfaction of the overall game experience.

[0107] In some embodiments, referring to FIG. 4, FIG. 4 is a second flowchart of the method for processing the interaction of the virtual scene according to an embodiment of the present application. As shown in FIG. 4, before step 102 shown in FIG. 3 is performed, steps 104 and 105 shown in FIG. 4 can also be performed. The steps shown in FIG. 4 will be described in combination.

[0108] In step 104, the number of at least one player character is determined.

[0109] In some embodiments, taking the self-walking chess game as an example, before the Boss battle round starts, the number of chess pieces (i.e., player characters) transmitted to the scene where the Boss is located (i.e., the first virtual scene) can be counted, so as to determine the blood volume of the Boss according to the number of the chess pieces on the field, that is, the blood volume of the Boss can be dynamically adjusted according to the number of the chess pieces on the field.

[0110] In step 105, in response to the number being less than the number threshold, the state value of the non-player character is determined based on the number.

[0111] Here, the state value (e.g., the blood volume, the attack power, or the defense power of the Boss, etc.) can be used to represent the difficulty of knocking down the non-player character, that is, the greater the state value of the non-player character, the higher the difficulty of knocking down the non-player character; the smaller the state value of the non-player character, the lower the difficulty of knocking down the non-player character.

[0112] In some embodiments, the above-mentioned determination of the state value of the non-player character based on the quantity can be implemented by: determining a first difference between the quantity threshold and the quantity; and attenuating the initial state value of the non-player character based on the first difference to obtain the attenuated state value of the non-player character.

[0113] For example, still taking the self-walking chess game as an example, after obtaining the quantity of the chess pieces on the battlefield, the quantity can be compared with the quantity threshold (e.g., 8), when the quantity of the chess pieces on the battlefield is less than 8, for example, assuming that there are only 4 chess pieces on the battlefield to participate in the battle, a first difference between the quantity threshold and the quantity of the chess pieces on the battlefield (i.e., 8-4=4) can be determined first, and then the initial blood volume of the Boss can be attenuated based on the first difference, for example, assuming that the initial blood volume of the Boss is 10,000 points, and since there are only 4 chess pieces on the battlefield to participate in the battle, the blood volume of the Boss can be attenuated to 5,000 points. That is, in the technical solution provided in the embodiments of the present application, the blood volume of the Boss can be dynamically adjusted according to the quantity of the chess pieces on the battlefield, so that, compared with the solution in the related art in which the blood volume of the Boss remains unchanged, the technical solution provided in the embodiments of the present application can dynamically adjust the difficulty of the Boss according to the quantity of the chess pieces on the battlefield, thereby avoiding the frustration of the players due to the mismatch between the game difficulty and the number of players, and further improving the game experience of the players.

[0114] In some embodiments, the above-mentioned attenuation of the initial state value of the non-player character based on the first difference to obtain the attenuated state value of the non-player character can be implemented by: determining a first product of a preset attenuation coefficient and the first difference; determining a second difference between a preset value and the first product; and taking a second product of the second difference and the initial state value of the non-player character as the attenuated state value of the non-player character.

[0115] For example, the attenuation coefficient is a preset constant, such as 0.1, and the decayed state value is greater than or equal to the minimum value of the state value, which avoids the game difficulty being too low, and the preset value is a preset constant, such as 1. If the quantity threshold is 5 and the number of player characters is 3, the first difference between the quantity threshold and the number is 2, and if the initial life value of the non-player character is 1000 and the attenuation coefficient is 0.1, the first product of the attenuation coefficient and the first difference is 2*0.1=0.2, the second difference between the preset value (for example, 1) and the first product is 1-0.2=0.8, and the second product of the second difference and the initial state value of the non-player character is 1000*0.8=800, which is used as the decayed state value of the non-player character.

[0116] In some embodiments, different difference intervals correspond to different attenuation ratios, and the above-mentioned "attenuating the initial state value of the non-player character based on the first difference to obtain the decayed state value of the non-player character" can be implemented by performing the following processing: determining a target difference interval in which the first difference is located; determining a third difference between the preset value and the attenuation ratio corresponding to the target difference interval, determining a third product of the third difference and the initial state value; and taking the third product as the decayed state value of the non-player character.

[0117] For example, the mapping relationship between the preset difference interval and the attenuation ratio can be: difference interval A is that the difference is less than or equal to 1, and the attenuation ratio is 10%; difference interval B is that the difference is greater than 1 and less than 4, and the attenuation ratio is 25%; and difference interval C is that the difference is greater than or equal to 4, and the attenuation ratio is 40%. If the quantity threshold is 5 and the number of player characters is 2, the first difference is 5-2=3, the first difference is in the difference interval B, the difference interval B is taken as the target difference interval, the attenuation ratio corresponding to the difference interval B is 25%, the third difference between the preset value (for example, 1) and the attenuation ratio corresponding to the difference interval B is 1-25%=75%, the initial state value (for example, attack power) is 200, and the third product of the third difference and the initial state value is 200*75%=150, that is, the decayed state value (for example, attack power) of the non-player character is 150.

[0118] The embodiments of the present application attenuate the initial state value of the non-player character according to the first difference between the number of player characters and the quantity threshold, automatically reduce the state value of the non-player character when the number of player characters is less than the threshold, avoid the difficulty of knocking down being too high due to too few player characters participating in interaction, ensure the rationality of the interaction difficulty in different number of people scenes, and improve the success rate and experience of player challenge. By dynamically calculating the first difference and attenuating the state value, the difficulty of the non-player character can be flexibly adapted to the change of the number of player characters, the interaction process is always kept appropriate challenge, and the universality and inclusiveness of the game mechanism are enhanced.

[0119] In step 103, in response to the end of the interaction, the interaction result is displayed.

[0120] Here, the interaction result can include a plurality of interaction indicators (for example, including a cumulative damage value caused to the non-player character, a survival duration, etc.), and the interaction result can be used to determine virtual resources (i.e., virtual rewards, for example, including virtual equipment and virtual gold coins, etc.) respectively awarded for each player character, wherein the virtual resources can include a plurality of parts corresponding to the plurality of interaction indicators one-to-one (for example, the survival duration corresponds to the virtual gold coins, and the cumulative damage value corresponds to the virtual equipment), and the quantity of each part is positively correlated with the ranking of the player character in the interaction indicator corresponding to the part, that is, the higher the ranking of the player, the more the quantity of virtual resources obtained.

[0121] In some embodiments, the following processing can also be performed in response to the end of the interaction: in response to the non-player character being knocked down, it is determined that the interaction ends; or, in response to the duration of the interaction between the at least one player character and the non-player character reaching a duration threshold (for example, 5 minutes), it is determined that the interaction ends.

[0122] For example, in a chess game, when the boss in the game is knocked down by a chess piece, it can be considered that the boss battle round ends; or, when the duration of the battle between the boss and the chess piece reaches (i.e., is greater than or equal to) a duration threshold (for example, 5 minutes), it can be considered that the boss battle round ends.

[0123] The embodiments of the present application take the non-player character being knocked down as a determination condition for the end of the interaction, so that the player clearly perceives the victory, obtains virtual resource rewards in time, and strengthens the sense of achievement; taking the duration of the interaction reaching a threshold as a determination condition for the end of the interaction ensures that the game rhythm is compact, avoids the player being trapped in invalid waiting, and guarantees that the game process is efficiently promoted. The two determination methods meet the needs of extreme confrontation under high difficulty challenges, and are also suitable for time-limited interaction gameplay in a leisure and entertainment scenario, are compatible with different player levels and game modes, improve the universality of the game mechanism, and enable the player to achieve the interaction goal through reasonable time control or strategy cooperation regardless of the strength of the player, thereby optimizing the overall participation experience.

[0124] In other embodiments, the following processing can also be performed: in response to the non-player character being knocked down, displaying, in the first virtual scene, an identifier of the player character that knocked down the non-player character and first prompt information, wherein the first prompt information can be used to prompt that the player character that knocked down the non-player character will obtain additional virtual resources. That is, in addition to the virtual resources awarded based on the interaction result, the player character that knocked down the non-player character can also obtain additional virtual resources.

[0125] For example, still taking the self-walking chess game as an example, if the boss is knocked down in the boss battle round, the name of the chess piece (for example, chess piece A) that knocks down the boss can be displayed, and prompt information prompting that the player corresponding to chess piece A will obtain an additional reward can be displayed, that is, the player corresponding to the chess piece that knocks down the boss can obtain an additional reward in addition to the basic reward (for example, an equipment reward corresponding to the damage value and a gold coin reward corresponding to the survival time length). The type of the additional reward can be the same as or different from the type of the basic reward, and the embodiments of the present application do not make a specific limitation in this regard.

[0126] The embodiments of the present application directly display the identity of the player character that knocks down the non-player character, so that the contribution is visualized in real time, and the achievement and game experience of the player are enhanced. Meanwhile, the first prompt information explicitly rewards the additional virtual resource, forms an instant incentive, and drives the player to actively strive for the key knockdown contribution, thereby improving the competitive enthusiasm and strategic input degree in the interactive process. The combined display of the identity and the prompt information forms a visual focus and information feedback when the non-player character is knocked down, and further optimizes the immersion and satisfaction of the game experience.

[0127] In some embodiments, the step 103 can be implemented by the following manner: in response to the end of the interaction, displaying an interaction result between the at least one player character and the non-player character in the first virtual scene, wherein the interaction result includes a plurality of parts corresponding to the plurality of interaction indexes (for example, including a damage output ranking, a survival ranking, and the like).

[0128] For example, when the number of the at least one player character is a plurality, the displaying of the interaction result between the at least one player character and the non-player character in the first virtual scene can be implemented by the following manner: in the area corresponding to each interaction index included in the first virtual scene, the following processing is performed: a plurality of identities corresponding to a plurality of player characters are displayed in turn in a descending order of the ranking of the plurality of player characters in the interaction index.

[0129] For example, taking the cumulative damage value and the survival time length as the plurality of interaction indexes, the plurality of avatars corresponding to the plurality of player characters can be sorted in a descending order of the cumulative damage value on the left side of the first virtual scene, and the plurality of avatars corresponding to the plurality of player characters can also be sorted in a descending order of the survival time length on the right side of the first virtual scene. In this way, the player can directly see the plurality of parts corresponding to the plurality of interaction indexes in the interaction result, for example, the player can directly understand the damage output ranking and the survival ranking.

[0130] The embodiment of the application splits and displays the interaction result according to multiple interaction indexes, and presents an identifier according to the ranking of the player role in the corresponding region of the first virtual scene, so that the player can quickly obtain the performance of himself and others in different dimensions, intuitively understand the contribution of the battle and the effectiveness of the strategy, and provide a clear reference for subsequent interaction adjustment. Real-time comparison of the ranking promotes the player to actively strive for a higher ranking, enhances the tension and degree of investment in the interaction process, multi-index display recognizes the advantage direction of different players, and improves the participation and sense of achievement of all players. The interaction result is displayed based on the ranking order, a transparent basis is provided for virtual resource allocation, the player clearly understands the logic of the reward mechanism, and the fairness of resource allocation is enhanced.

[0131] In some embodiments, the at least one player role described above can include a first player role, wherein the first player role can be a candidate player role selected from at least one candidate player role included in the second virtual scene, referring to FIG. 5, which is a third flowchart of the interaction processing method of the virtual scene provided by the embodiment of the application. As shown in FIG. 5, step 103 shown in FIG. 3 can be implemented by steps 1031 and 1032 shown in FIG. 5, which will be described in combination with the steps shown in FIG. 5.

[0132] In step 1031, in response to the end of the interaction, switching back to the second virtual scene from the first virtual scene.

[0133] In some embodiments, taking a self-walking chess game as an example, after the end of the Boss battle round, the virtual chessboard (i.e., the second virtual scene) can be switched back from the scene where the Boss is located (i.e., the first virtual scene).

[0134] In step 1032, displaying the interaction result between the first player role and the non-player role in the second virtual scene.

[0135] Here, the interaction result can include multiple parts corresponding to multiple interaction indexes, for example, taking the multiple interaction indexes as damage value and survival time length as an example, the interaction result can include the ranking of the cumulative damage value of the first player role to the non-player role in the interaction process, and the survival time length ranking of the first player role in the interaction process.

[0136] For example, taking the first player role as chess piece A as an example, after switching back to the virtual chessboard from the scene where the Boss is located, the output damage ranking and survival ranking of chess piece A in the Boss battle round can be displayed in the virtual chessboard, for example, "You ranked first in this team battle, and ranked third in survival".

[0137] The embodiment of the application switches the interaction result from the first virtual scene back to the second virtual scene for display, so that the player can intuitively associate the candidate character selection with the actual battle performance, quickly review the pros and cons of the character selection strategy, and provide decision reference for subsequent rounds; the visual presentation of the multi-index ranking helps the player to comprehensively evaluate the performance of the character in different dimensions and accurately locate the strengths and weaknesses. The scene switching mechanism ensures that the player naturally returns to the character management scene from the battle scene, avoids information fragmentation, and enhances the smoothness of the game process.

[0138] In some embodiments, when the interaction result between the first player character and the non-player character is displayed in the second virtual scene, the following processing can also be performed: displaying second prompt information and a virtual prop (such as a reward ball) in the second virtual scene, wherein the second prompt information can be used to prompt the player to obtain the virtual resource issued for the first player character by picking up the virtual prop.

[0139] For example, based on the above example, when the output damage ranking and the survival ranking of the chess piece A in the boss battle round are displayed in the virtual chessboard, the reward ball can also be displayed in the virtual chessboard, and a player prompt can be given, so that the player can pick up the reward ball according to the prompt to obtain the corresponding reward, wherein the reward can include an equipment reward corresponding to the output damage ranking, and a gold coin reward corresponding to the survival ranking.

[0140] The embodiment of the application guides the player to pick up the virtual prop through the second prompt information, converts the virtual resource obtaining process into a visual operation, avoids the monotony of direct reward issuance, strengthens the player's perception and expectation of the reward, and improves the sense of achievement and satisfaction after the interaction. The display of the virtual prop makes the abstract virtual resource concrete, and the player can complete the reward obtaining through active picking operation, thereby enhancing the interactive participation. At the same time, the prompt information clearly indicates the correspondence between the reward and the interaction index, helps the player to understand the resource obtaining logic, and improves the transparency of the game rules.

[0141] In some embodiments, the at least one player character described above can include the first player character, and the first virtual resource issued for the first player character can be stored in a database, and after the step 103 shown in FIG. 3 is executed, the following processing can also be performed: in response to the first virtual resource being used, deleting the first virtual resource stored in the database.

[0142] For example, taking game character A controlled by player 1 as an example, the virtual resource (i.e., the first virtual resource, which can be a certain virtual equipment for example) issued to game character A can be stored in the database, and when it is detected that player 1 equips game character A with the virtual equipment, the virtual equipment stored in the database can be cancelled, i.e., the virtual equipment stored in the database is deleted, so that the amount of data stored in the database can be prevented from increasing continuously as the game progresses.

[0143] It should be noted that in the scheme provided by the related art, the issuance of virtual resources is random, i.e., the virtual resources issued to the player character can be virtual resources that the player character does not need or cannot use, thereby causing the amount of data of virtual resources stored in the database to increase continuously. In the technical scheme provided by the embodiments of the present application, the virtual resources issued to the player character are determined based on the interaction result between the player character and the non-player character, so that the virtual resources issued to the player character can be virtual resources that the player character can use, i.e., virtual resources that meet the needs of the player character, so that the virtual resources issued during the game process are more likely to be used, and at this time, the virtual resources stored in the database can be cancelled, the single validity of the resources can be accurately controlled, repeated use or abuse of the virtual resources can be avoided, the stability and fairness of the in-game resource system can be ensured, thereby reducing the amount of data of virtual resources stored in the database, reducing the storage pressure, improving the data retrieval and calling speed, and providing support for smooth game running.

[0144] The interaction processing method of the virtual scene provided by the embodiments of the present application determines the virtual resources issued to the player character based on the interaction result between the player character and the non-player character, and the virtual resources include a plurality of parts corresponding to a plurality of interaction indicators one by one, and the number of each part is positively correlated with the ranking of the player character in the corresponding interaction indicator, so that the issuance mode of virtual resources in the virtual scene is enriched, and in addition, the player can select a suitable player character to interact according to the virtual resources that the player wants to obtain, thereby improving the competitive feeling and game experience of the player. By introducing a plurality of interaction indicators, the computer system collects multi-dimensional data during the interaction between the player character and the non-player character, and converts the ranking into the number of corresponding virtual resources according to the interaction indicators, so that the performance of the player in the interaction process can be more accurately measured, and the rationality and fairness of resource allocation can be improved.

[0145] Next, taking a self-walking chess game as an example, the exemplary application of the embodiments of the present application in an actual application scenario is described.

[0146] In the related art, players can fight with monsters independently to obtain corresponding rewards, wherein the drop of the rewards is random, and the rewards dropped by 8 players are completely based on luck, and there is certain difference, but the overall difference is not large, resulting in lack of competition for players. In view of this, the embodiments of the present application provide a monster team battle mode in which multiple players participate simultaneously, that is, 8 players can select a chess piece (i.e., a player character) of their own to fight with a monster (i.e., a non-player character, such as a boss), and 8 chess pieces fight together, and corresponding rewards are given according to the output value and the final survival state. In this way, players can more targetedly improve the quality of the chess pieces, for example, they can select chess pieces with extreme output to obtain cumulative damage rewards, or they can select chess pieces with high defense (i.e., the survival ability of a player character, such as armor value and blood volume) to obtain survival rewards, wherein the survival rewards and the cumulative damage rewards can correspond to equipment and gold coins respectively, that is, the longer the chess piece survives, the better the equipment reward it can obtain, and the higher the cumulative damage of the chess piece, the more gold coins it can obtain. In addition, if the boss is knocked down at the end, the player who knocks down the boss can also obtain an additional special reward, such as a chess piece duplicator or the like.

[0147] That is, the embodiments of the present application provide a team battle monster mode, that is, 8 players each select a chess piece to fight simultaneously, for example, 8 chess pieces fight with a boss in the same scene. In addition, the team battle can be divided into multiple rounds, and the boss's fighting power is lower in the earlier rounds and stronger in the later rounds. Fighting with the boss can include rewards in three dimensions, namely damage output value, survival time and knockdown. For these three dimensions, players can select targeted chess pieces for battle, for example, they can select chess pieces with high defense and blood volume to obtain higher survival ranking to obtain better equipment rewards. If a player wants to obtain gold coins to improve the economy, he can select a chess piece with high damage output to fight, so as to hit higher damage to obtain more gold coin rewards. Of course, in the case of a weak boss in the early stage, a chess piece with high attack speed can also be selected to obtain knockdown rewards. It can be seen that the team battle monster mode provided by the embodiments of the present application provides more game play strategies, enriches the game play and game playing dimensions, and improves the interest and competitiveness.

[0148] The interactive processing method of the virtual scene provided by the embodiments of the present application will be described in detail below.

[0149] In some embodiments, referring to FIG. 6, which is a first application scenario diagram of the method for processing interaction of a virtual scene according to an embodiment of the present application, as shown in FIG. 6, before a preparation round of a boss battle round, the system can prompt the player to select 1 chess piece to participate in the boss battle, that is, the player can select a corresponding chess piece to go on the field to participate in the battle in the preparation phase. For example, a plurality of chess pieces (for example, including chess piece 602, chess piece 603 and chess piece 604) are displayed in the virtual chessboard 601 for the player to select. It is assumed that the player selects the chess piece 602 from the plurality of chess pieces. For example, when receiving a click operation of the player on the chess piece 602, the display state of the chess piece 602 can be switched from a normal state to a highlighted state to prompt the player that the current chess piece 602 is selected.

[0150] It should be noted that if the player does not select a chess piece in the preparation phase, the system (for example, a game background server) can select a chess piece with the highest comprehensive attribute on the field to participate in the battle by default. The judgment basis can be the equipment carrying condition of the chess piece or the star level of the chess piece.

[0151] In some other embodiments, referring to FIG. 7, which is a second application scenario diagram of the method for processing interaction of a virtual scene according to an embodiment of the present application, as shown in FIG. 7, after entering the boss battle round, the 8 chess pieces selected by the 8 players are randomly distributed on 8 positions, and the 8 chess pieces are transmitted to the corresponding positions to start the battle. The wild monster 701 (that is, the boss) attacks the 8 chess pieces by range attack to cause damage to them. In addition, the damage value caused by the chess piece controlled by each player to the boss can also be displayed in the avatar area of the player. In the case that the chess piece does not die, the ranking can be dynamically ranked in the order from high to low according to the damage value. For example, the chess piece with higher damage is displayed in the upper front position. If the chess piece dies, the avatar corresponding to the player is displayed at the bottom. In the case that a plurality of chess pieces die, the plurality of avatars at the bottom can also be sorted in the order from high to low according to the damage value. For example, it is assumed that the chess piece A causes 2000 points of damage to the boss, and the chess piece B causes 1000 points of damage to the boss. In the case that the chess piece A and the chess piece B both die, the avatar of the player corresponding to the chess piece A is arranged in the upper position of the avatar of the player corresponding to the chess piece B. In addition, the chess piece of the player disappears after being killed and is no longer displayed. For example, the chess piece B and the chess piece A in the upper right corner disappear from the scene after being killed and are no longer displayed.

[0152] It should be noted that after the chess piece is killed, the avatar area of the player corresponding to the chess piece can also be processed to be grayed out to prompt the player that the current chess piece has been killed.

[0153] In some embodiments, referring to FIG. 8, FIG. 8 is a third application scenario diagram of the method for processing interaction in a virtual scene according to an embodiment of the present application. As shown in FIG. 8, if the boss is knocked down, the player (for example, player A) who knocked down the boss can also be displayed, and the player can be prompted that the player will obtain an additional reward 801. In addition, after the battle ends, the gold coins and equipment rewards can be calculated according to the output ranking and the survival ranking respectively. If the player's chess piece outputs the highest, the player can obtain the highest gold coin reward. If the player's chess piece survives the longest, the player can obtain the best equipment reward. If there are multiple chess pieces that survive the longest, the final survival ranking can be determined in combination with the damage value caused by the chess pieces to the boss.

[0154] In some other embodiments, referring to FIG. 9, FIG. 9 is a fourth application scenario diagram of the method for processing interaction in a virtual scene according to an embodiment of the present application. As shown in FIG. 9, in the preparation stage after the battle ends, the system can distribute the corresponding reward balls according to the results of the ranking settlement, and give a prompt information. The player can obtain the corresponding reward by picking up the reward balls 901 displayed in the virtual chessboard according to the prompt information.

[0155] In some embodiments, referring to FIG. 10, FIG. 10 is a fifth application scenario diagram of the method for processing interaction in a virtual scene according to an embodiment of the present application. As shown in FIG. 10, because the 8-player game has a mechanism that the player's chess piece is eliminated after the blood volume of the chess piece is 0, that is, there are less than 8 chess pieces participating in the boss battle in the game. The blood volume of the corresponding boss can be converted according to the number of chess pieces currently on the field. For example, assuming that the blood volume of the wild monster 1001 (i.e., the boss) is 10000 points when 8 chess pieces are on the field, when only 5 chess pieces are on the field to participate in the battle, the blood volume of the boss can be correspondingly reduced to 7000 points. That is, the blood volume of the boss can be dynamically adjusted according to the number of chess pieces on the field. In this way, the difficulty of challenging the boss is avoided due to the reduction of the number of chess pieces on the field, and the game experience of the player is improved.

[0156] The method for processing interaction in a virtual scene according to an embodiment of the present application will be described below in combination with FIG. 11.

[0157] For example, referring to FIG. 11, FIG. 11 is a fourth flow diagram of the method for processing interaction in a virtual scene according to an embodiment of the present application. The steps shown in FIG. 11 will be described.

[0158] In step 201, the player is prompted to select a powerful chess piece to participate in the battle.

[0159] In some embodiments, the client can first determine whether the current round is in a preparation round before a boss battle, and if so, display a control to prompt the player to select a piece to participate in the battle; if not, do nothing.

[0160] In step 202, it is determined whether the player selects a piece, if not, step 203 is executed; if yes, step 204 is executed.

[0161] In step 203, the piece with the strongest attribute is automatically selected.

[0162] In some embodiments, the client determines whether the player selects a corresponding piece to participate in the battle at the end of the selection stage, if the player does not select a piece, the system can determine the piece with the highest overall strength according to the information such as the equipment carried by the piece, the cost of the piece and the star level of the piece, and the piece is selected by default to participate in the battle; if the player selects a piece, the piece selected by the player is selected to participate in the battle.

[0163] In step 204, the battle round is entered.

[0164] Here, the picture of selecting a piece (i.e. the second virtual scene) is switched to the battle picture (i.e. the first virtual scene), and the selected piece (i.e. the first player character) and the boss (i.e. the non-player character) are displayed in the battle picture.

[0165] In step 205, it is determined whether there are 8 pieces, if not, step 206 is executed; if yes, step 207 is executed.

[0166] In step 206, the blood volume of the boss is reduced.

[0167] In some embodiments, when the boss round starts, the client first determines the number of the current pieces, and the client uploads the number of the current pieces to the server, if the number of the current pieces is less than 8, the server calculates the corresponding attenuation ratio to reduce the blood volume of the boss, after the blood volume of the boss is corrected, the server feeds back the corresponding data to the client, so that the client reflects the blood volume of the boss.

[0168] In step 207, the pieces start the battle.

[0169] Here, the pieces selected by different players attack the boss together until the boss is knocked down or the duration of the current game reaches a duration threshold.

[0170] In step 208, ranking is performed according to the battle damage.

[0171] In an example, the plurality of avatars corresponding to the plurality of chess pieces can be sorted in descending order of the cumulative damage values from high to low on the left side of the battle picture.

[0172] In step 209, it is judged whether the chess piece of the player is dead, if not, step 210 is executed, if yes, step 211 is executed.

[0173] In step 210, ranking is performed according to the damage.

[0174] Here, the client can judge the ranking of the player according to the damage caused by the chess piece controlled by the player to the Boss, the higher the damage, the higher the ranking, and the lower the damage, the lower the ranking.

[0175] In step 211, the avatar is grayed out and no longer accumulates damage, and is displayed at the bottom.

[0176] Here, if the chess piece is dead, the avatar of the player can be displayed at the bottom, and in the case where there are multiple chess pieces killed, the ranking can also be sorted according to the damage.

[0177] In step 212, it is judged whether there is a knockdown, if not, step 213 is executed, if yes, step 214 is executed.

[0178] In step 213, ranking is performed according to the damage.

[0179] Here, when the Boss is knocked down or the round countdown ends, the client can lock the current ranking order, determine the ranking of the survivors and the output according to the current ranking of the player, when there are multiple surviving chess pieces, the ranking can be performed according to the remaining blood of the chess pieces first, if the remaining blood is also the same, the damage value caused to the Boss can also be sorted, the higher the damage value caused to the Boss, the higher the ranking.

[0180] In step 214, the player who knocked down the Boss is displayed with prompt information (i.e., first prompt information) that he will get an additional reward (i.e., additional virtual resources).

[0181] Here, the client can also judge whether the Boss is knocked down, if the Boss is knocked down, the client can send corresponding information (such as the identification of the chess piece that knocked down the Boss) to the server, the server will allocate additional rewards to the player who knocked down the Boss according to the information sent by the client, and feedback to the client, so that the client displays the knockdown broadcast to prompt all players who knocked down the Boss.

[0182] In step 215, the ranking of the survivors and the damage is calculated respectively.

[0183] In some embodiments, the plurality of avatars corresponding to the plurality of player roles can be sorted in descending order of the cumulative damage values on the left side of the first virtual scene; and the plurality of avatars corresponding to the plurality of player roles can also be sorted in descending order of the survival time lengths on the right side of the first virtual scene.

[0184] For example, the first player role is the chess piece A, after switching back to the virtual chessboard from the scene where the Boss is located, the output damage ranking and the survival ranking of the chess piece A in the Boss battle round can be displayed in the virtual chessboard, for example, "You rank first in this team battle, and rank third in survival".

[0185] In step 216, the rewards are distributed according to the rankings.

[0186] Here, while the output damage ranking and the survival ranking of the chess piece A in the Boss battle round are displayed in the virtual chessboard, the reward magic ball (i.e., virtual prop) can also be displayed in the virtual chessboard, and a player prompt (i.e., second prompt information) can be given, so that the player can pick up the reward magic ball according to the prompt to obtain the corresponding reward (i.e., virtual resource). The reward can include equipment rewards corresponding to the output damage ranking, and gold coin rewards corresponding to the survival ranking.

[0187] In summary, the interactive processing method of the virtual scene provided by the embodiments of the present application has the following beneficial effects:

[0188] The technical scheme provided by the embodiments of the present application breaks through the shackles of the original player versus environment (PVE, Player Versus Environment) mode, and the fixed random magic ball reward is changed to a more competitive independent game mode that the player can strategically obtain. The player can strategically select the chess piece with the highest output or the longest survival time to obtain the corresponding reward according to the player's own requirements and the player's own chess pieces. This game increases the game and strategy for the game. Compared with the original fixed game, it provides a new single soldier training route for the player, which can obtain huge benefits by strengthening a chess piece and improve the overall team strength.

[0189] The following continues to describe an example structure of the virtual scene interactive processing apparatus 555 provided by the embodiments of the present application as a software module, in some embodiments, as shown in FIG. 2, the software module in the virtual scene interactive processing apparatus 555 stored in the memory 550 can include a display module 5551 and a control module 5552.

[0190] The display module 5551 is configured to display a first virtual scene, wherein the first virtual scene includes at least one player role and a non-player role.

[0191] The control module 5552 is configured to control the interaction between the at least one player character and the non-player character.

[0192] The display module 5551 is further configured to display an interaction result in response to the interaction being ended, the interaction result comprising a plurality of interaction indicators, the interaction result being used to determine virtual resources respectively awarded to each player character, the virtual resources comprising a plurality of portions corresponding to the plurality of interaction indicators one by one, and a quantity of each portion being positively correlated with a ranking of the player character in the interaction indicator corresponding to the portion.

[0193] In some embodiments, the at least one player character comprises a first player character; the display module 5551 is further configured to display a second virtual scene before the interaction of each round starts, the second virtual scene comprising at least one candidate player character; the interaction processing apparatus 555 of the virtual scene further comprises a determination module 5553 configured to, in response to a selection operation on the at least one candidate player character, select a candidate player character selected by the selection operation as the first player character; and the display module 5551 is further configured to switch from the second virtual scene to the first virtual scene, and display the first player character and the non-player character in the first virtual scene.

[0194] In some embodiments, the determination module 5553 is further configured to, in response to no selection operation on the at least one candidate player character being received within a set time length, automatically select one candidate player character from the at least one candidate player character as the first player character.

[0195] In some embodiments, the display module 5551 is further configured to highlight a target candidate player character in the second virtual scene, the target candidate player character being a candidate player character satisfying a recommendation condition, the recommendation condition comprising at least one of: an attribute value of the player character reaching an attribute value threshold, a level of the player character reaching a level threshold, and a quantity of equipment of the player character reaching a quantity threshold.

[0196] In some embodiments, the at least one player character includes a first player character and at least one second player character; the display module 5551 is further configured to display a second virtual scene before each round of interaction, wherein the second virtual scene includes at least one candidate player character; the interaction processing apparatus 555 of the virtual scene further includes a prediction module 5554 configured to, for each candidate player character, call a machine learning model for prediction processing based on the feature data of the candidate player character, the feature data of the at least one second player character, and the feature data of the non-player character included in the first virtual scene, to obtain a probability of the candidate player character being selected, wherein the prediction processing targets the candidate player character and the at least one second player character knocking down the non-player character; the determination module 5553 is further configured to determine the candidate player character with the highest probability as the first player character; and the display module 5551 is further configured to switch from the second virtual scene to the first virtual scene, and display the first player character, the at least one second player character, and the non-player character in the first virtual scene.

[0197] In some embodiments, when the number of the at least one player character is multiple, the display module 5551 is further configured to display multiple identifiers corresponding to the multiple player characters in the first virtual scene; and configured to display, in each identifier, a damage value caused by the player character corresponding to the identifier to the non-player character when controlling the multiple player characters to interact with the non-player character.

[0198] In some embodiments, the interaction processing apparatus 555 of the virtual scene further includes a sorting module 5555 configured to, in response to none of the multiple player characters being knocked down by the non-player character, sort the multiple identifiers based on the damage values caused by the multiple player characters to the non-player character.

[0199] In some embodiments, the display module 5551 is further configured to, in response to any player character being knocked down by the non-player character, cancel the display of the knocked-down player character in the first virtual scene, and display the identifier corresponding to the knocked-down player character at the bottom, wherein the display style of the identifier corresponding to the knocked-down player character is different from the display style of the identifiers corresponding to the player characters that are not knocked down.

[0200] In some embodiments, the sorting module 5555 is further configured to, in response to the multiple player characters being knocked down by the non-player character, sort the multiple identifiers corresponding to the multiple knocked-down player characters at the bottom in the order of the damage values from high to low.

[0201] In some embodiments, the determination module 5553 is further configured to determine that the interaction ends in response to the non-player character being knocked down; or configured to determine that the interaction ends in response to the duration of the interaction between the at least one player character and the non-player character reaching a duration threshold.

[0202] In some embodiments, the display module 5551 is further configured to, in response to the non-player character being knocked down, display, in the first virtual scene, an identifier of the player character that knocked down the non-player character and first prompt information, wherein the first prompt information is used to prompt that the player character that knocked down the non-player character will obtain additional virtual resources.

[0203] In some embodiments, the determination module 5553 is further configured to determine a number of the at least one player character, and in response to the number being less than a number threshold, determine a state value of the non-player character based on the number, wherein the state value is used to represent a difficulty of knocking down the non-player character.

[0204] In some embodiments, the determination module 5553 is further configured to determine a first difference value between the number threshold and the number, and perform attenuation on an initial state value of the non-player character based on the first difference value to obtain an attenuated state value of the non-player character.

[0205] In some embodiments, the display module 5551 is further configured to, in response to the interaction ending, display, in the first virtual scene, an interaction result between the at least one player character and the non-player character, wherein the interaction result includes a plurality of parts corresponding to the plurality of interaction indicators one by one.

[0206] In some embodiments, when the number of the at least one player character is a plurality, the display module 5551 is further configured to, in a region corresponding to each interaction indicator included in the first virtual scene, perform the following processing: display a plurality of identifiers corresponding to the plurality of player characters one by one in a descending order of ranking of the plurality of player characters in the interaction indicator.

[0207] In some embodiments, the at least one player character includes a first player character, and the first player character is a candidate player character selected from at least one candidate player character included in the second virtual scene; the display module 5551 is further configured to, in response to the interaction ending, switch back from the first virtual scene to the second virtual scene, and display, in the second virtual scene, an interaction result between the first player character and the non-player character, wherein the interaction result includes a plurality of parts corresponding to the plurality of interaction indicators one by one.

[0208] In some embodiments, the display module 5551 is further configured to, when displaying the interaction result between the first player character and the non-player character, display, in the second virtual scene, second prompt information and a virtual prop, wherein the second prompt information is used to prompt that the virtual resources issued for the first player character are obtained by picking up the virtual prop.

[0209] In some embodiments, the at least one player character includes a first player character, and the first virtual resource issued for the first player character is stored in a database; the interactive processing apparatus 555 of the virtual scene further includes a deletion module 5556 configured to delete the first virtual resource stored in the database in response to the first virtual resource being used.

[0210] It should be noted that the description of the apparatus embodiments of the present application is similar to the description of the method embodiments described above, and has similar beneficial effects as the method embodiments, and thus will not be described again. For technical details not described in the virtual scene interactive processing apparatus provided by the embodiments of the present application, they can be understood according to the description of any one of FIG. 3, FIG. 4, or FIG. 5.

[0211] The embodiments of the present application provide a computer program product, which includes a computer program or computer executable instructions stored in a computer readable storage medium. The processor of the computer device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the computer device executes the virtual scene interactive processing method provided by the embodiments of the present application.

[0212] The embodiments of the present application provide a computer readable storage medium storing computer executable instructions, wherein the computer executable instructions are stored in the computer readable storage medium. When the computer executable instructions are executed by the processor, the processor will execute the virtual scene interactive processing method provided by the embodiments of the present application, for example, the virtual scene interactive processing method shown in FIG. 3, FIG. 4, or FIG. 5.

[0213] In some embodiments, the computer readable storage medium can be FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disc, or CD-ROM, etc. memory; it can also be various devices including one or any combination of the above memories.

[0214] In some embodiments, the executable instructions can be in the form of programs, software, software modules, scripts or codes, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and can be deployed in any form, including being deployed as independent programs or being deployed as modules, components, subroutines or other units suitable for use in a computing environment.

[0215] As an example, the executable instructions can be deployed to execute on one electronic device, or on multiple electronic devices located in one place, or on multiple electronic devices distributed in multiple places and interconnected through a communication network.

[0216] The above merely provides an example of the present application, but is not intended to limit the protection scope of the present application. Any modification, equivalent replacement, and improvement made within the spirit and scope of the present application shall be included in the protection scope of the present application.

Claims

1. A method for processing interaction of a virtual scene, applied to an electronic device, the method comprising: displaying a first virtual scene, wherein the first virtual scene comprises at least one player character and a non-player character; controlling the at least one player character to interact with the non-player character; in response to the interaction ending, displaying an interaction result, wherein the interaction result comprises a plurality of interaction indicators, and the interaction result is used to determine virtual resources respectively awarded to each of the player characters, the virtual resources comprising a plurality of portions corresponding to the plurality of interaction indicators respectively, and a quantity of each of the portions is positively correlated with a ranking of the player character in the interaction indicator corresponding to the portion.

2. The method of claim 1, wherein: the at least one player character comprises a first player character; before the displaying the first virtual scene, the method further comprises: before each round of interaction starts, displaying a second virtual scene, wherein the second virtual scene comprises at least one candidate player character; in response to a selection operation on the at least one candidate player character, selecting a candidate player character as the first player character; the displaying the first virtual scene comprises: switching from the second virtual scene to the first virtual scene, and displaying the first player character and the non-player character in the first virtual scene.

3. The method of claim 2, wherein, after the displaying the second virtual scene, the method further comprises: in response to not receiving the selection operation on the at least one candidate player character within a set time length, automatically selecting a candidate player character from the at least one candidate player character as the first player character.

4. The method of claim 2 or 3, wherein, after the displaying the second virtual scene, the method further comprises: highlighting a target candidate player character in the second virtual scene, wherein the target candidate player character is a candidate player character satisfying a recommendation condition, and the recommendation condition comprises at least one of the following: an attribute value of the player character reaching an attribute value threshold, a level of the player character reaching a level threshold, and a quantity of equipment of the player character reaching a quantity threshold.

5. The method of any one of claims 1 to 4, wherein: the at least one player character comprises a first player character and at least one second player character; before the displaying the first virtual scene, the method further comprises: before each round of interaction starts, displaying a second virtual scene, wherein the second virtual scene comprises at least one candidate player character; for each of the candidate player characters, based on feature data of the candidate player character, feature data of the at least one second player character, and feature data of a non-player character included in the first virtual scene, invoking a machine learning model to perform prediction processing to obtain a probability of the candidate player character being selected, wherein the prediction processing aims to knock down the non-player character by the candidate player character and the at least one second player character; selecting the candidate player character with the maximum probability as the first player character. The display of the first virtual scene comprises: Switching from the second virtual scene to the first virtual scene, and displaying the first player character, the at least one second player character and the non-player character in the first virtual scene.

6. The method of claim 5, wherein, The calling of the machine learning model for prediction processing based on the feature data of the candidate player character, the feature data of the at least one second player character, and the feature data of the non-player character included in the first virtual scene, to obtain the probability of the candidate player character being selected, comprises: Embedding processing is performed on the feature data of the candidate player character to obtain a first vector; Embedding processing is performed on the feature data of the at least one second player character to obtain a second vector; Embedding processing is performed on the feature data of the non-player character included in the first virtual scene to obtain a third vector; The first vector, the second vector and the third vector are fused into a to-be-predicted vector; Feature extraction is performed on the to-be-predicted vector by the machine learning model to obtain deep features of the to-be-predicted vector; The deep features are mapped into the probability of the candidate player character being selected.

7. The method of any one of claims 1 to 6, wherein, When the number of the at least one player character is multiple, after the display of the first virtual scene, the method further comprises: Displaying a plurality of identifiers corresponding to the plurality of player characters in the first virtual scene; When the plurality of player characters are controlled to interact with the non-player character, displaying, in each of the identifiers, a damage value caused by the player character corresponding to the identifier to the non-player character.

8. The method of claim 7, wherein, The method further comprises: In response to none of the plurality of player characters being knocked down by the non-player character, sorting the plurality of identifiers based on the damage values caused by the plurality of player characters to the non-player character respectively.

9. The method of claim 8, wherein, The method further comprises: In response to any of the player characters being knocked down by the non-player character, canceling the display of the knocked-down player character in the first virtual scene, and displaying the identifier corresponding to the knocked-down player character at the bottom, wherein the display style of the identifier corresponding to the knocked-down player character is different from the display style of the identifiers corresponding to the player characters that are not knocked down.

10. The method of claim 8 or 9, wherein, The method further comprises: In response to a plurality of the player characters being knocked down by the non-player character, sorting the plurality of identifiers corresponding to the plurality of knocked-down player characters at the bottom in descending order of the damage values caused to the non-player character.

11. The method according to any one of claims 1 to 10, wherein, Before the response to the end of the interaction, the method further comprises: In response to the non-player character being knocked down, determining that the interaction ends; or In response to the duration of the interaction between the at least one player character and the non-player character reaching a duration threshold, determining that the interaction ends.

12. The method according to any one of claims 1 to 11, wherein, The method further comprises: In response to the non-player character being knocked down, displaying, in the first virtual scene, an identifier of a player character that knocks down the non-player character, and first prompt information, wherein the first prompt information is used to prompt that the player character that knocks down the non-player character will obtain additional virtual resources.

13. The method according to any one of claims 1 to 12, wherein, Before the controlling the at least one player character to interact with the non-player character, the method further comprises: determining a number of the at least one player character; in response to the number being less than a number threshold, determining a state value of the non-player character based on the number, wherein the state value is used to represent a difficulty of knocking down the non-player character.

14. The method of claim 13, wherein, The determining the state value of the non-player character based on the number comprises: determining a first difference value between the number threshold and the number; performing attenuation on an initial state value of the non-player character based on the first difference value to obtain an attenuated state value of the non-player character.

15. The method of claim 14, wherein, The performing attenuation on the initial state value of the non-player character based on the first difference value to obtain the attenuated state value of the non-player character comprises: determining a first product of a preset attenuation coefficient and the first difference value; determining a second difference value of a preset value and the first product; taking a second product of the second difference value and the initial state value of the non-player character as the attenuated state value of the non-player character.

16. The method of claim 14, wherein, The performing attenuation on the initial state value of the non-player character based on the first difference value to obtain the attenuated state value of the non-player character comprises: determining a target difference value interval in which the first difference value is located; determining a third difference value of a preset value and an attenuation ratio corresponding to the target difference value interval, wherein different difference value intervals correspond to different attenuation ratios; determining a third product of the third difference value and the initial state value, and taking the third product as the attenuated state value of the non-player character.

17. The method of any one of claims 1 to 16, wherein, The displaying the interaction result in response to the interaction ending comprises: in response to the interaction ending, displaying, in the first virtual scene, an interaction result between the at least one player character and the non-player character, wherein the interaction result comprises a plurality of parts corresponding to the plurality of interaction indicators one by one.

18. The method of claim 17, wherein, when the number of the at least one player character is a plurality, the displaying the interaction result between the at least one player character and the non-player character in the first virtual scene comprises: in a region corresponding to each of the interaction indicators included in the first virtual scene, performing the following processing: in a descending order of ranking of the plurality of player characters in the interaction indicators, displaying a plurality of identifiers corresponding to the plurality of player characters one by one.

19. The method of any one of claims 1 to 16, wherein, the at least one player character comprises a first player character, and the first player character is a candidate player character selected from at least one candidate player character included in a second virtual scene; the displaying the interaction result in response to the interaction ending comprises: switch back from the first virtual scene to the second virtual scene in response to the interaction ending, and display an interaction result between the first player character and the non-player character in the second virtual scene, wherein the interaction result comprises a plurality of parts corresponding to the plurality of interaction indicators one by one.

20. The method of claim 19, wherein, When the interaction result between the first player character and the non-player character is displayed, the method further comprises: displaying second prompt information and a virtual prop in the second virtual scene, wherein the second prompt information is used to prompt that the virtual resource issued for the first player character is obtained by picking up the virtual prop.

21. The method of any one of claims 1-20, wherein the at least one player character comprises a first player character, and a first virtual resource issued for the first player character is stored in a database; after the interaction result is displayed, the method further comprises: in response to the first virtual resource being used, deleting the first virtual resource stored in the database.

22. An apparatus for processing interaction of a virtual scene, the apparatus comprising: a display module configured to display a first virtual scene, wherein the first virtual scene comprises at least one player character and a non-player character; a control module configured to control the at least one player character to interact with the non-player character; the display module is further configured to display an interaction result in response to the interaction ending, wherein the interaction result comprises a plurality of interaction indicators, the interaction result is used to determine a virtual resource issued for each player character respectively, the virtual resource comprises a plurality of parts corresponding to the plurality of interaction indicators one by one, and the number of each part is positively correlated with the ranking of the player character in the interaction indicator corresponding to the part.

23. An electronic device comprising: a memory configured to store executable instructions; a processor configured to execute the executable instructions stored in the memory to implement the method for processing interaction of a virtual scene according to any one of claims 1-21.

24. A computer-readable storage medium storing computer-executable instructions, the computer-executable instructions being executed by a processor to implement the method for processing interaction of a virtual scene according to any one of claims 1-21.

25. A computer program product comprising a computer program or computer-executable instructions, the computer program or computer-executable instructions being executed by a processor to implement the method for processing interaction of a virtual scene according to any one of claims 1-21.

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