Interaction method and apparatus for board games, computer device, and storage medium

By providing marking operations and marking messages in the spectator interface of turn-based chess games, the problem of low interaction efficiency between the spectator and the spectated side is solved, achieving more efficient information transmission and interaction, and improving the efficiency of human-computer interaction.

WO2026045775A1PCT designated stage Publication Date: 2026-03-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/110107
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-09-02
Filing Date
2025-07-23
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

In turn-based board games, the interaction between the spectator and the spectated is inefficient, and voice communication makes it difficult to clearly express opinions, resulting in a waste of operation time and comprehension time.

Method used

By providing a marking function in the spectator interface, the spectator can mark the battle data of any object in the game on the spectator interface, and the terminal displays the corresponding marking message to prompt the spectator to view it, thus improving the efficiency of interaction.

Benefits of technology

It effectively saves the time for the observers to formulate their statements and the time for the observed to understand, improves the efficiency of interaction between the observers and the observed, increases the diversity of interaction methods, and ensures that the observed can take timely countermeasures.

✦ Generated by Eureka AI based on patent content.

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Abstract

An interaction method and apparatus for board games, a computer device, and a storage medium, relating to the technical field of computers. The method comprises: displaying a spectating interface, the spectating interface being used for displaying a chess-piece battle state of a match in which a first object participates (201); and in response to a marking operation on any battle state data of a second object in the match, displaying a marking message, the marking message being used for prompting the first object to view the battle state data of the second object, wherein the second object is any object in the match (202). A spectated party can intuitively and quickly grasp a message that is transmitted by a spectating party in real time, and thus, compared with voice communication, such a method effectively saves the wording time of the spectating party and the understanding time of the spectated party, thereby improving the interaction efficiency between the spectating party and the spectated party.
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Description

Interaction methods, devices, computer equipment, and storage media for board games

[0001] This application claims priority to Chinese Patent Application No. 202411223745.4, filed on September 2, 2024, entitled "Interactive Method, Apparatus, Computer Equipment and Storage Medium for Chess Games", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to an interactive method, apparatus, computer device, and storage medium for a board game. Background Technology

[0003] Turn-based board games are a type of game where players engage in combat using pieces. After placing their pieces on the board, the game application automatically controls the pieces to battle. Turn-based board games often include a spectator function, allowing players not currently participating to watch the game in real-time. Summary of the Invention

[0004] This application provides an interactive method, apparatus, computer device, and storage medium for a board game. The technical solution is as follows:

[0005] On the one hand, an interactive method for playing a board game is provided, executed by a computer device, the method comprising:

[0006] The spectator interface is used to display the piece battle situation in the game where the first object is located.

[0007] In response to a marking operation on any battle data of the second object in the game, a marking message is displayed, the marking message being used to prompt the first object to view the battle data of the second object; wherein, the second object is any object in the game.

[0008] On the other hand, an interactive method for playing a board game is provided, executed by a computer device, the method comprising:

[0009] The game interface is used to display the piece battle situation in the game where the first object is located. The first object is the object controlled by this terminal.

[0010] The game interface displays a marker message, which is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently spectating the game in which the first object is playing.

[0011] On the other hand, an interactive device for a board game is provided, the device comprising:

[0012] The first display module is used to display the spectator interface, which is used to show the piece battle situation in the game where the first object is located.

[0013] The second display module is configured to display a marking message in response to a marking operation on any battle data of the second object in the game. The marking message is used to prompt the first object to view the battle data of the second object; wherein the second object is any object in the game.

[0014] On the other hand, an interactive device for a board game is provided, the device comprising:

[0015] The first display module is used to display the game interface, which is used to show the piece battle situation of the game in which the first object is located. The first object is an object controlled by this terminal.

[0016] The second display module is used to display a marker message based on the game interface. The marker message is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently watching the game in which the first object is playing.

[0017] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform the operations performed by the interactive method of the board game as described above.

[0018] On the other hand, a computer-readable storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to perform the operations performed by the interactive method of the board game as described above.

[0019] On the other hand, a computer program product is provided, including a computer program loaded and executed by a processor to perform the operations performed by the interactive method of the board game as described above.

[0020] The solution provided in this application allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages from the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the efficiency of interaction between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide timely feedback to the spectated party, preventing them from missing important information and providing game assistance during spectating, increasing the diversity of interaction methods between them. Attached Figure Description

[0021] Figure 1 is a schematic diagram of the implementation environment of an interaction method for a chess game provided in an embodiment of this application;

[0022] Figure 2 is a flowchart of an interaction method for a chess game provided in an embodiment of this application;

[0023] Figure 3 is a flowchart of another interactive method for a board game provided in an embodiment of this application;

[0024] Figure 4 is a flowchart of another interactive method for a board game provided in an embodiment of this application;

[0025] Figure 5 is a schematic diagram of a spectator interface provided in an embodiment of this application;

[0026] Figure 6 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0027] Figure 7 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0028] Figure 8 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0029] Figure 9 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0030] Figure 10 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0031] Figure 11 is a schematic diagram of another spectator interface provided in an embodiment of this application;

[0032] Figure 12 is a flowchart of another interactive method for a board game provided in an embodiment of this application;

[0033] Figure 13 is a flowchart of another interactive method for a board game provided in an embodiment of this application;

[0034] Figure 14 is a flowchart of another interactive method for a board game provided in an embodiment of this application;

[0035] Figure 15 is a schematic diagram of the structure of an interactive device for a chess game provided in an embodiment of this application;

[0036] Figure 16 is a schematic diagram of the structure of another interactive device for a board game provided in an embodiment of this application;

[0037] Figure 17 is a schematic diagram of the structure of another interactive device for a board game provided in an embodiment of this application;

[0038] Figure 18 is a schematic diagram of the structure of another interactive device for a board game provided in an embodiment of this application;

[0039] Figure 19 is a schematic diagram of the structure of a terminal provided in an embodiment of this application. Detailed Implementation

[0040] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0041] It should be noted that the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data used for analysis, data stored, data displayed, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices) involved in this application have all been fully authorized by the user or relevant parties, and the collection, use and processing of the relevant data shall comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0042] First, let's introduce the terms used in the embodiments of this application:

[0043] Turn-based board games: These are games where "pieces" are pre-arranged before the game begins, and during the game, these pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are typically represented by virtual characters who automatically unleash various skills during the game. Battles are usually turn-based; when all of a player's "pieces" are eliminated (i.e., their virtual character's health points drop to zero), that player loses the turn. In some embodiments, in addition to the "piece-type virtual characters" for the two players, each player also has a virtual character representing the user participating in the game. This virtual character cannot be moved to the battle area or piece candidate area as a "piece," and it also has health points (or life points). These health points decrease (indicating loss) or remain unchanged (indicating victory) based on the outcome of each round. When a virtual character's health points drop to zero, the user associated with that virtual character exits the game, and the remaining users continue. Optionally, turn-based board games include auto-chess.

[0044] Auto Chess is an in-game collectible hero card game for eight players, each occupying a chessboard. Each round consists of two phases: a preparation phase where players purchase hero pieces from the shop and arrange them on the board; and a battle phase where both sides lock their lineups and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched until a player's health is ≤0, at which point they are eliminated. The last remaining player wins the game (1st place).

[0045] Chessboard: refers to the area in the turn-based chess game interface used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard. This application does not limit the scope of the application.

[0046] The chessboard is divided into a battle zone and a preparation zone. The battle zone includes several identical battle squares for placing pieces that will engage in combat during the battle. The preparation zone includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and dropped into the battle zone during the preparation phase. This embodiment of the application illustrates the use of pieces located in both the battle zone and the preparation zone as examples.

[0047] Regarding the arrangement of the game squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) battle squares, illustratively, where n is an integer multiple of 2, and adjacent rows of squares are aligned, or adjacent rows of squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides of the battle interface, respectively. The shape of the battle squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the squares. In some embodiments, the battle squares are always displayed on the board; in other embodiments, the battle squares are displayed when the user places their pieces, and are removed from the display after a piece is placed in a square.

[0048] Virtual characters: These refer to pieces placed on the board in turn-based board games, including combat pieces and pieces sold in the shop. Combat pieces include those in the combat zone and those in the preparation zone. Virtual characters can be virtual pieces, virtual characters, virtual animals, anime characters, etc., and can be displayed using 3D models. After purchasing pieces sold in the shop, users can combine them with their existing combat pieces to trigger beneficial combat effects, or they can participate in the game independently as combat pieces.

[0049] Optionally, the positions of the pieces on the board can be changed. During the preparation phase, the user can adjust the positions of pieces in the battle zone, adjust the positions of pieces in the preparation zone, move pieces in the battle zone to the preparation zone (if there are available candidate pieces in the preparation zone), or move pieces in the preparation zone to the battle zone. It should be noted that during the battle phase, the positions of pieces in the preparation zone can also be adjusted.

[0050] Optionally, during the battle phase, the position of the pieces in the battle zone differs from that in the preparation phase. For example, during the battle phase, a piece can automatically move from its own battle zone to the opponent's battle zone and attack the opponent's pieces; or, a piece can automatically move from position A in its own battle zone to position B in its own battle zone.

[0051] Furthermore, during the preparation phase, pieces can only be placed in one's own battle zone, and pieces placed by the opponent are not visible on the board.

[0052] Regarding the acquisition method of game pieces, in some embodiments, during the game, users can use gold coins to purchase game pieces in the shop during the preparation phase.

[0053] Attributes: In turn-based chess games, each piece possesses its own attributes, which include at least two of the following: the piece's faction (e.g., Alliance A, Alliance B, Neutral, etc.), the piece's type (e.g., Warrior, Archer, Mage, Assassin, Guardian, Swordsman, Gunner, Fighter, etc.), the piece's attack type (e.g., Magic, Physical, etc.), the piece's identity (e.g., Noble, Demon, Elf, etc.), and the piece's level (players can acquire level 1 pieces from the shop; three level 1 pieces can be combined to form a level 2 piece; the higher the level, the higher the piece's combat power). This embodiment does not limit the specific types of attributes. Optionally, each piece possesses at least two dimensions of attributes, and the equipment equipped by the piece can enhance its attributes.

[0054] Synergy: Provides additional buffs to units. A synergy is activated when the number of units with the same synergy reaches a certain activation threshold. After activation, units with that synergy, or all units in the battle zone, receive the corresponding buff. The higher the number of units with the same synergy, the higher the synergy stack, and the stronger the additional buffs received by the units.

[0055] Optionally, the synergy corresponding to a chess piece can be its attribute. When different chess pieces have the same attribute and the number reaches the activation condition, the synergy is activated. For example, when there are two chess pieces with the attribute of Warrior in the battle zone, all battle pieces gain a 10% defense bonus; when there are four chess pieces with the attribute of Warrior in the battle zone, all battle pieces gain a 20% defense bonus; when there are three chess pieces with the attribute of Elf in the battle zone, all battle pieces gain a 20% dodge chance bonus.

[0056] Shop: In-game, players can use in-game gold to purchase chess pieces (heroes). Typically, the shop displays 5 random heroes (repeated heroes are allowed). The shop has different levels; higher-level shops have a higher probability of displaying higher-tier heroes. The initial level is usually 1-3 (this may vary depending on the auto-chess game). Players can upgrade the shop using gold.

[0057] Turn-based board games are a type of game where players engage in combat using pieces. After placing their pieces on the board, the game application automatically controls the pieces to battle. Turn-based board games often include a spectator function, allowing players not currently participating to watch the game in real-time. While spectators can communicate via voice within the spectator interface, this can sometimes lead to difficulties in clearly expressing opinions, resulting in inefficient interaction.

[0058] Based on this, the embodiments of this application provide an interactive method for chess games, which can effectively save operation time and improve the interaction efficiency between the spectator and the spectated. For detailed implementation methods, please refer to the following embodiments.

[0059] Figure 1 is a schematic diagram of the implementation environment of an interactive method for a board game provided in an embodiment of this application. The implementation environment includes: a first terminal 110, a server 120, and a second terminal 130.

[0060] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a turn-based chess game program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. This client can be a client for an auto chess game. The first terminal 110 is the terminal used by the first user 112. During the preparation phase of the game, the first user uses the first terminal 110 to place the pieces in the battle area of ​​the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.

[0061] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be a client for an auto chess game. The second terminal 130 is the terminal used by the second user 113. During the preparation phase of the game, the second user uses the second terminal 130 to place the pieces in the battle area of ​​the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the pieces to fight based on the attributes, skills, and layout of the pieces in the battle area.

[0062] In one possible implementation, the pieces placed by the first user via the first terminal 110 and the pieces placed by the second user via the second terminal 130 are located in different battle zones on the same chessboard, meaning the first user and the second user are on the same chessboard in the same game. Alternatively, the pieces placed by the first user via the first terminal 110 and the pieces placed by the second user via the second terminal 130 are located on different chessboards, meaning the first user and the second user are on different chessboards in the same game. It should be noted that, in one optional embodiment, a game of turn-based chess involves eight user accounts. Each round, the eight user accounts are paired up, and the two paired user accounts play against each other on the same chessboard in that round.

[0063] In one possible implementation, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals; this embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples.

[0064] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal (i.e., a user playing against artificial intelligence), or eight terminals (eight users playing in a round-robin format to determine a winner), or more. This application does not limit the number or type of terminals in its embodiments.

[0065] It should be noted that only two terminals are shown in Figure 1, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual environments is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0066] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0067] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a 3D virtual environment (clients for turn-based chess games / auto chess games). Optionally, server 120 undertakes the primary computational work, and the terminal undertakes secondary computational work; or, server 120 undertakes secondary computational work, and the terminal undertakes primary computational work; or, server 120 and the terminal collaborate on computation using a distributed computing architecture.

[0068] In one possible implementation, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play against each other. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0069] Based on the above introduction to turn-based board games and the description of the implementation environment, the interaction method for the board game provided in this application embodiment will be described, taking the terminal shown in Figure 1, or a client running on the terminal, as an example. The client running on the terminal is an application client, and this application is a program for a turn-based board game.

[0070] Figure 2 is a flowchart of an interaction method for a board game provided in an embodiment of this application. This embodiment can be executed by any of the terminals shown in Figure 1, for example, by the first terminal 110. Referring to Figure 2, the method includes:

[0071] 201. The terminal displays the spectator interface, which is used to show the piece battle situation of the game in which the first target is located.

[0072] This application embodiment is applied to a chess game, in which multiple objects participate in the game. Each object can purchase chess pieces from the shop provided by the chess game, and the chess pieces purchased by each object are used to compete against each other.

[0073] Among them, the board games offer a spectator function. When the first player is participating in a game, any other player can spectate the game. The spectator's terminal displays a spectator interface, showing the piece battle situation of the game played by the first player.

[0074] Optionally, the object in the embodiments of this application can be an account, etc.

[0075] 202. The terminal responds to the marking operation of any battle data of the second object in the game by displaying a marking message. The marking message is used to prompt the first object to view the battle data of the second object; wherein, the second object is any object in the game.

[0076] The spectator interface displays the battle data of any participant in the match. The battle data is used to indicate the battle status of the participants. The spectator can mark the battle data of any participant to prompt the first participant to view the marked battle data.

[0077] If the first object's match includes the second object, and taking the second object as an example, if the spectator wants to prompt the first object to view the second object's match data, they will perform a marking operation on the second object's match data. The terminal responds to this marking operation by displaying a marking message. This marking message is used to prompt the first object to view the second object's match data; in other words, this marking message reminds the first object to pay attention to the second object's match data.

[0078] It should be noted that the second object can be the first object, or any other object in the game besides the first object. If the second object is the first object, the marker message can remind the first object to pay attention to its own battle data. If the second object is any other object besides the first object, the marker message can remind the first object to pay attention to the battle data of other players.

[0079] The method provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the marked data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the interaction efficiency between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0080] Figure 3 is a flowchart of another interactive method for a board game provided in an embodiment of this application. This embodiment can be executed by any of the terminals shown in Figure 1 above, for example, by the second terminal 130. Referring to Figure 3, the method includes:

[0081] 301. The terminal displays the game interface, which is used to show the piece battle situation in the game of the first object, which is the object controlled by this terminal.

[0082] This application embodiment is applied to a chess game, in which multiple objects participate in the game. Each object can purchase chess pieces from the shop provided by the chess game, and the chess pieces purchased by each object are used to compete against each other.

[0083] The terminal displays the piece battle situation of the first object controlled by this terminal in the game interface.

[0084] 302. The terminal displays a marker message based on the game interface. The marker message is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently watching the game in which the first object is playing.

[0085] The chess game provides a spectator function. When the first object participates in a game, any other object can spectate the game in which the first object is playing. The spectating object can mark the game data of any participating object to prompt the first object to view the marked game data. In this embodiment, the fourth object is currently spectating the game in which the first object is playing.

[0086] The first object's game includes the second object. Taking the second object as an example, if the spectator marks the second object's battle data, the terminal displays the corresponding marking message on the game interface. This marking message is used to prompt the first object to view the second object's battle data. It can be understood that this marking message can remind the first object to pay attention to the second object's battle data.

[0087] It should be noted that the second object can be the first object, or it can be any other object in the game besides the first object.

[0088] The method provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the marked data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the interaction efficiency between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0089] The embodiment in Figure 2 above is only a brief description of the execution process of the spectator's terminal. The embodiment in Figure 4 below provides a detailed description of the execution process of the spectator's terminal in the interaction method of the chess game. Figure 4 is a flowchart of another interaction method for a chess game provided by an embodiment of this application. This embodiment can be executed by any of the terminals in Figure 1 above, for example, by the first terminal 110. Referring to Figure 4, the method includes:

[0090] 401. The first terminal displays the spectator interface, which is used to display the piece battle situation in the game where the first object is located.

[0091] In one possible implementation, the first terminal logs in with a fourth object, and the second terminal logs in with a first object. The fourth object is the object of observation, and the first object is the object being observed.

[0092] Optionally, the fourth object and the first object have a relationship, such as being friends with each other. Alternatively, the fourth object may follow the first object, or the fourth object and the first object may have participated in the same game.

[0093] In this embodiment, the first object logged in on the second terminal participates in a chess game, controlling its pieces to battle against the pieces of other objects. A fourth object logged in on the first terminal can request to spectate the game played by the first object. The first terminal displays a spectating interface showing the piece battles in the game played by the first object.

[0094] 402. The first terminal displays the chessboard where the second object is located based on the spectator interface. The chessboard where the second object is located is used to display the chess pieces of the second object playing against at least one other object. The second object is any object in the game.

[0095] The chess game in this embodiment is a turn-based chess game. In each round, the multiple participants are divided into multiple groups, each group including at least two participants. Each group of participants plays against each other on the same board. The first terminal can display the board of any participant on the spectator interface.

[0096] Taking the second object as an example, the first terminal can display the chessboard where the second object is located based on the spectator interface. The chessboard where the second object is located displays the chess pieces of the second object playing against at least one other object.

[0097] Optionally, displaying the chessboard where the second object is located based on the spectator interface means displaying the chessboard where the second object is located in the spectator interface.

[0098] It should be noted that the second object in this application embodiment can be the first object, or it can be any other object in the game besides the first object. That is, when watching the game in which the first object is playing, not only can the game interface display the chessboard in which the first object is playing and watch the pieces of the first object playing against other objects, but it can also display the chessboards in which other objects are playing in the game in which the first object is playing and watch the pieces of those other objects playing against each other.

[0099] Figure 5 is a schematic diagram of a spectator interface provided in an embodiment of this application. Taking the game of the first target "Niu Niu" as an example, if the spectator interface displays the chessboard where the first target "Niu Niu" is located, as shown in Figure 5, the spectator interface displays a battle area 501 and a preparation area 502. The battle area 501 displays the chessboard, which includes the player's own area (solid line part) and the opponent's area (dashed line part). The player's own area includes the pieces A, B, and C that the first target "Niu Niu" has already played. The preparation area 502 includes piece A that the first target "Niu Niu" owns but has not yet played.

[0100] The spectator interface also includes multiple objects 503, which include the first object (gray area) and other objects in the same match as the first object (white area). Taking the first object as an example, the area where the first object is located includes the first object's nickname, avatar, and accumulated score.

[0101] The spectator interface also displays several synergy controls (504), a shop entrance control (505), an upgrade control (506), and a marking control (507). The shop entrance control (505) triggers entry into the shop and displays the current amount of gold the first player possesses. The upgrade control (506) is used to upgrade, displaying the amount of gold required for the upgrade. The marking control (507) triggers the marking of battle data, as explained in step 403 below. It should be noted that since the spectator interface only provides spectating functionality, the spectator cannot participate in the match. Therefore, the shop entrance control (505) and upgrade control (506) displayed in the spectator interface are not triggerable by the spectator. However, the marking control (507) is triggerable by the spectator, allowing them to mark the battle data displayed in the spectator interface.

[0102] In one possible implementation, the chessboard displayed on the spectator interface can be switched during the spectator session. For example, to switch the chessboard of the second object to the chessboard of the third object in the spectator interface, the first terminal responds to the operation of viewing the chessboard of the third object in the game by switching the currently displayed chessboard of the second object to the chessboard of the third object. The chessboard of the third object is used to display the piece battle between the third object and at least one other object.

[0103] The second and third objects are any two different objects in the game.

[0104] Optionally, the spectator interface displays various objects participating in the game. In response to a trigger operation on a third object, the first terminal displays a chessboard viewing control for the third object. In response to a trigger operation on the chessboard viewing control for the third object, the currently displayed chessboard of the second object is switched to the chessboard of the third object.

[0105] Optionally, the first terminal displays the chessboard where the second object is located from the perspective of the second object in the spectator interface. If the second object and the third object are on the same chessboard, that is, the second object and the third object are currently playing chess pieces on the same chessboard, the first terminal responds to the chessboard viewing operation of the third object by switching the currently displayed chessboard from the perspective of the second object to the perspective of the third object.

[0106] In this embodiment, the spectator can switch which object's chessboard is displayed in the spectator interface, and then mark the object's battle data on that chessboard. This allows the spectator to mark the battle data of any object participating in the game, improving the flexibility of marking battle data.

[0107] 403. The first terminal responds to the marking operation of any battle data of the second object on the chessboard where the second object is located by displaying a marking message. The marking message is used to prompt the first object to view the battle data of the second object.

[0108] The second object's battle data is displayed on the chessboard. If the observing object wants to remind the first object to pay attention to the second object's battle data, it can perform a marking operation on the battle data. The first terminal responds to the marking operation and displays the corresponding marking message.

[0109] In this embodiment of the application, the spectator interface can display the chessboard where any object participating in the game is located. The spectator can view the piece battle situation of that object on the chessboard, and then the spectator can mark the battle data of that object on the chessboard. This makes it easier for the spectator to mark the battle data of any object based on the piece battle situation of that object, which helps to improve the convenience of the spectator in marking the battle data.

[0110] In one possible implementation, the battle situation data of the second object can include multiple types of battle situation data, with different marking messages displayed when different types of battle situation data are marked. Based on the type of battle situation data, the following scenarios are possible.

[0111] (1) In response to the marking operation of the first piece of the second object, display the first marking message, which prompts the first object to view the first piece already owned by the second object.

[0112] In other words, the battle data for the second object is the first piece it owns. Spectators can mark the second object's first piece to alert the first object that the second object already possesses it. For example, the first marking message includes the second object's nickname and the name of the first piece to indicate that the second object owns the first piece.

[0113] (2) In response to the marking operation on the chess piece attribute data of the second piece of the second object, a second marking message is displayed. The second marking message is used to prompt the first object to view the second piece and the chess piece attribute data of the second piece that the second object already owns.

[0114] In other words, the battle data of the second object can be the attribute data of the second piece owned by the second object. By marking the attribute data of the second piece owned by the second object, the observing object can remind the first object to pay attention to the second piece owned by the second object and the attribute data of that second piece.

[0115] Optionally, the attributes of a piece may include its level, health, and number of pieces.

[0116] The second piece's attribute data can include its level data, indicating the level the second piece has reached. The second marker message then prompts the first object to view the second piece the second object already owns and its level. For example, the second marker message could include the second object's nickname, the second piece's name, and its level to indicate that the second object owns the second piece and its level.

[0117] The second piece's attribute data can be its health points, indicating its current remaining health. The second marker message then prompts the first object to view the second piece it already owns and its health points. For example, the second marker message could include the second object's nickname, the second piece's name, and its health points to indicate that the second object owns the second piece and its health points.

[0118] The second piece's attribute data can be the number of pieces, indicating how many second pieces the second object already owns. The second marker message then prompts the first object to view the second pieces the second object already owns and their quantity. For example, the second marker message could include the second object's nickname, the second piece's name, and the number of second pieces, to indicate that the second object owns the second piece and the quantity of second pieces it possesses.

[0119] In this embodiment of the application, when the spectator marks the second piece of the second object, the spectator can additionally mark the piece attribute data of the second piece, thereby reminding the first object to pay attention to a certain specific attribute of the second piece of the second object, so as to provide the first object with clearer tactical guidance.

[0120] (3) In response to the marking operation of the first bond of the second object, a third marking message is displayed, which is used to prompt the first object to view the first bond that the second object has activated.

[0121] In this embodiment of the application, chess pieces in the chess game have corresponding bonds. When the number of chess pieces with the same bond reaches the activation condition, the bond is activated and is used to generate additional buff effects.

[0122] For example, a certain set of chess pieces includes pieces A, B, C, and D. Piece A has the "Wizard" synergy, piece B has the "Brawler" synergy, piece C has the "Brawler" synergy, and piece D has the "Shapeshifter" synergy. The activation condition for the "Wizard" synergy is having one piece with that synergy; the activation condition for the "Brawler" synergy is having two pieces with that synergy; and the activation condition for the "Shapeshifter" synergy is having two pieces with that synergy. Therefore, players can activate the "Wizard" and "Brawler" synergies. Optionally, synergies also have levels. The more pieces that have the same synergy, the higher the level of the activated synergy. For example, having 1 piece with the "Wizard" synergy activates the "Wizard" synergy at level 1, having 2 pieces with the "Wizard" synergy activates the "Wizard" synergy at level 2, and having 4 pieces with the "Wizard" synergy activates the "Wizard" synergy at level 3.

[0123] In other words, the battle data for the second target can be the first synergy that the second target has activated. By marking the second target's first synergy, the spectator can alert the first target that the second target has activated it. For example, the third marking message includes the second target's nickname and the name of the first synergy to indicate that the second target has activated the first synergy.

[0124] (4) In response to the marking operation of the second bond attribute data of the second object, a fourth marking message is displayed. The fourth marking message is used to prompt the first object to view the second bond that the second object has activated and the bond attribute data of the second bond.

[0125] In other words, the battle data of the second object can be the synergy attribute data of the second object's activated second synergy. By marking the synergy attribute data of the second object's second synergy, the spectating object can remind the first object that the second object has activated the second synergy and that the second synergy has the synergy attribute data.

[0126] Optionally, the attributes of a synergy include the synergy level and the number of pieces corresponding to the synergy. The pieces corresponding to a synergy refer to the pieces to which the synergy belongs, and each piece has its own synergy.

[0127] The second synergy's synergy attribute data can include synergy level data, indicating which level the second synergy has reached. The fourth marker message then prompts the first object to view the second object's activated second synergy and its level. For example, the fourth marker message could include the second object's nickname, the name of the second synergy, and the level of the second synergy, indicating that the second object possesses the second synergy and its level.

[0128] The synergy attribute data for the second synergy can be the number of pieces corresponding to that synergy, indicating the total number of pieces associated with that second synergy. The second marker message then prompts the first object to view the number of pieces associated with that second synergy that the second object already possesses. For example, the fourth marker message includes the second object's nickname, the name of the second synergy, and the number of pieces associated with that synergy, indicating the number of pieces the second object has activated and possesses associated with that second synergy.

[0129] (5) In response to the marking operation on the object attribute data of the second object, a fifth marking message is displayed, which prompts the first object to view the object attribute data of the second object.

[0130] In other words, the battle situation data of the second object can be the object attribute data of the second object. By marking the object attribute data of the second object, the observing object can remind the first object of the object attribute data that the second object has.

[0131] Optionally, the object's attributes include object level, object score, object rank, and the number of coins the object has.

[0132] The object attribute data of the second object may include object level data, indicating which level the second object has reached. The fifth flag message then prompts the first object to check which level the second object has reached. For example, the fourth flag message includes the nickname and level of the second object.

[0133] The second object's attribute data may include object score data, indicating how many points the second object has accumulated. The fifth tag message then prompts the first object to check the second object's accumulated score. For example, the fifth tag message might include the second object's nickname and its score.

[0134] The object attribute data of the second object may include object ranking data, indicating the ranking that the second object has achieved. The fifth tag message is then used to prompt the first object to check the ranking of the second object. For example, the fifth tag message could include the nickname of the second object and its ranking.

[0135] The second object's attribute data may include its gold coin data, indicating how many gold coins the second object possesses. The fifth flag message then prompts the first object to check how many gold coins the second object has. For example, the fifth flag message could include the second object's nickname and the number of gold coins it possesses.

[0136] In this embodiment, the spectator can mark the pieces owned by the players, the attribute data of the pieces, the activated synergies, the attribute data of the synergies, or the attribute data of the players. Various types of battle data can be marked, and the spectator can prompt the spectated player with various types of battle data, which improves the diversity and richness of the marked battle data.

[0137] In one possible implementation, the first terminal's marking operation on any battle data of the second object in the game includes any of the following methods.

[0138] (1) The spectator interface displays a marker control. In response to the operation of dragging the marker control to the battle data, a marker message is displayed.

[0139] In other words, marking battle data refers to dragging a marker control onto the battle data. This marker control is used to trigger marking of any battle data. Specifically, dragging the marker control onto the battle data means moving the press operation from the marker control to the battle data.

[0140] Optionally, the battle data is the first piece of the second object, and the first terminal displays a first marker message in response to the operation of dragging a marker control to the first piece. Optionally, the battle data is the piece attribute data of the second piece of the second object, and the first terminal displays the attribute flag of the second piece in response to the operation of dragging a marker control to the second piece, and displays a second marker message in response to the operation of continuing to drag the marker control to the attribute flag.

[0141] Optionally, after the first terminal detects a press operation on the marker control, it displays the icon of the marker control at the location of the marker control. As the press operation moves from the marker control to the battle data, the terminal controls the marker control's icon to move along with the press operation. After the press operation moves to the battle data, and the press operation is released, the marker control's icon is removed from the display, and a marker message is displayed. Furthermore, during the movement of the marker control, the marker control itself does not move from its original position.

[0142] Optionally, after the terminal detects a press operation on the marker control, it controls the marker control to move along with the press operation as the press operation moves from the marker control to the battle data. After the press operation moves to the battle data, and after the press operation is detected to be released, the terminal controls the marker control to return to its original position and displays the marker message.

[0143] As shown in Figure 5, the spectator interface displays a marker control 507. Taking the battle data as piece A as an example, the player performs a pressing operation on the marker control 507 and holds the pressing state. The pressing operation moves the marker control 507 to piece A. After the pressing operation reaches piece A, the player releases the pressing operation, thus completing the operation of dragging the marker control 507 to piece A, which is to say, completing the marking operation of piece A.

[0144] Optionally, in addition to marking piece A, the attribute data of piece A can also be marked, such as the quantity of pieces. As shown in Figure 6, the player presses the marking control 601 and holds the press, moving the press from the marking control 601 to piece A. When the press reaches piece A, the quantity marker 602 is displayed. The player continues to hold the press and moves the press to the quantity marker 602. When the press reaches the quantity marker 602, the player releases the press, thus completing the operation of marking the quantity of piece A. At this time, as shown in Figure 7, the first terminal displays the marking message 701 on the spectator interface. The marking message 701 includes the object "Niu Niu", piece A, and the quantity of piece A.

[0145] (2) In response to a press operation on the battle data, display a marker message.

[0146] In other words, marking battle data refers to pressing on the battle data. For example, if the battle data is represented by chess pieces, pressing on a chess piece will mark it.

[0147] (3) In response to the operation of dragging battle data to the location of the first object, display a marker message.

[0148] In other words, marking battle data refers to the operation of dragging and dropping battle data to the location of the first object. For example, if the battle data is the first piece of the second object, and the location of the first object displays the first object's portrait, then by dragging the first piece to the first object's portrait, the first piece of the second object can be marked.

[0149] (4) In response to the operation of dragging the first object's portrait onto the battle data, display a marker message.

[0150] In other words, marking the battle data refers to the operation of dragging the portrait of the first object onto the battle data. For example, if the battle data is the first piece of the second object, and the position of the first object displays the portrait of the first object, then by dragging the portrait of the first object onto the first piece, the first piece of the second object can be marked.

[0151] In this application embodiment, multiple methods for marking battle data are provided, such as dragging and dropping the marking control, pressing the battle data, dragging and dropping the battle data, or expanding the avatar of the first object. On the one hand, this enriches the ways to mark battle data, allowing the spectators to flexibly choose which marking method to use. On the other hand, marking battle data can be completed through simple pressing or dragging operations, improving operational efficiency.

[0152] Optionally, the first object can be configured to allow spectators to mark the battle data in the game. If the first object is configured to allow spectators to mark the battle data, the marking control, battle data, and the first object's avatar in the spectator interface displayed on the first terminal are triggerable, and the spectator can mark the battle data in step 403 on the first terminal. If the first object is configured to disallow spectators from marking the battle data, the marking control, battle data, and the first object's avatar in the spectator interface displayed on the first terminal are not triggerable, or the first terminal does not display the marking control, and the spectator cannot mark the battle data in step 403 on the first terminal.

[0153] In one possible implementation, the first terminal displays a tag message, including at least one of the following methods.

[0154] (1) Display a marker message in the top area of ​​the spectator interface.

[0155] Optionally, the display duration of the marker message displayed in the top area of ​​the spectator interface is a first preset duration, that is, the marker message will be canceled from being displayed in the top area after the first preset duration is reached.

[0156] Figure 8 is a schematic diagram of another spectator interface provided in an embodiment of this application. As shown in Figure 8, the piece A of the object "Niu Niu" is marked. The top area of ​​the spectator interface displays the marking message 801, which is "Niu Niu owns piece A".

[0157] (2) Display a marker message in the spectator interface based on the location of the second object.

[0158] Optionally, the display duration of the marker message based on the location of the second object is a second preset duration, meaning that the display of the marker message based on the location of the second object is canceled after the second preset duration is reached. Optionally, the second preset duration is longer than the first preset duration. For example, the first preset duration is 3 seconds, and the second preset duration is 10 seconds, etc.

[0159] Optionally, a pop-up window may appear at the location of the second object, and the pop-up window may include a tag message.

[0160] Figure 9 is a schematic diagram of another spectator interface provided in an embodiment of this application. As shown in Figure 9, the level data of the piece A of the object "Yangyang" is marked. The top area of ​​the spectator interface displays the marking message 901, and the position of the object "Yangyang" displays the marking message 902. The marking message 901 and the marking message 902 indicate that the object "Yangyang" has a piece A with a level of 2.

[0161] (3) Display marker messages in the spectator interface based on the location of the battle data.

[0162] Optionally, the display duration of the marker message based on the location of the battle situation data is a third preset duration, meaning that the display of the marker message based on the location of the battle situation data is canceled after the third preset duration is reached. Optionally, the third preset duration is longer than the first preset duration mentioned above. For example, the first preset duration is 3 seconds, and the third preset duration is 10 seconds, etc.

[0163] Optionally, a pop-up window may appear at the location of the marked battle data, and the pop-up window may include a marking message.

[0164] This application provides various methods for displaying marked messages, such as displaying them in the top area, displaying them based on the location of a second object, or displaying them based on the location of the battle data. This enriches the methods for displaying marked messages and increases the diversity of display methods. Furthermore, displaying marked messages in at least one way makes it easier for observers to notice that the battle data has been marked, thereby improving the display effect.

[0165] In one possible implementation, in response to a marking operation on any battle data of the second object on the chessboard where the second object is located, the first terminal sends a marking request to the server for that battle data. The server, in response to the marking request, generates a marking message and sends the marking message to both the first terminal and the second terminal of the first object. Then, both the first and second terminals can display the marking message, thereby achieving the effect of reminding the first object on the second terminal.

[0166] Optionally, after receiving a marking request, the server only sends marking messages to the first terminal that is spectating and the second terminal of the first object, without sending marking messages to the terminals of other objects in the game. Therefore, the process of marking the battle situation data by the spectating object exists only in the private channel between the spectating object and the spectated object, and will not be broadcast in the public screen. Thus, the process of the spectating object marking the marking message for private broadcast is different from the process of the participating objects marking the marking message for public broadcast, making the process of the spectating object giving tactical guidance to the spectated object more private.

[0167] Optionally, due to the delay during the observation process, there may be a discrepancy between the battle data displayed by the first terminal and the latest battle data stored in the server. Therefore, after receiving the tagging request for the battle data of the second object, the server generates a tagging message based on the latest battle data of the second object and sends the tagging message to the first terminal and the second terminal, thereby avoiding the impact of the delay during the observation process and ensuring the accuracy and real-time nature of the broadcast tagging message.

[0168] For example, due to delays during the spectating process, as shown in Figure 10, the first terminal displays the level of piece A of the object "Yangyang" as 1 star (piece A is 1 star in Figure 10). However, the server actually records that the level of piece A of the object "Yangyang" has reached 2 stars. It's just that due to the delay, the spectating interface displayed by the first terminal has not yet been updated. At this time, if the first terminal detects the marking operation on the level data of piece A of the object "Yangyang" and sends a marking request to the server for the level data of piece A, the server will generate a marking message 1001 based on the latest level of piece A of the object "Yangyang". This marking message 1001 is used to indicate that the object "Yangyang" already owns piece A and that the level of piece A is 2 stars. In this way, both the first terminal and the second terminal will receive and display the most accurate marking message 1001. Therefore, although the spectator marked "Sheep's" piece A as being at level 1, they could still alert the first spectator that "Sheep's" piece A was now at level 2, thus reducing the impact of delays during spectating. Compared to voice communication, the information conveyed by the spectator to the spectated player was more accurate.

[0169] 404. When the display duration of the marker message reaches the preset duration, the first terminal cancels the display of the marker message.

[0170] When the display duration of the marker message reaches the preset duration, the first terminal cancels the display of the marker message. The preset duration is a pre-set duration, such as 3 seconds or 5 seconds.

[0171] In this embodiment, when the display duration of the marker message reaches a preset duration, it can be assumed that the player has viewed the marker message. Therefore, when the display duration of the marker message reaches the preset duration, the marker message is canceled from displaying, avoiding the problem of the marker message continuously obscuring the game screen and improving the display effect of the game screen.

[0172] It should be noted that after canceling the display of the tag message, in the case of step 405 below, the updated tag message can be redisplayed. For details, please refer to step 405 below.

[0173] 405. If the battle situation data changes, the first terminal displays an updated marker message. The updated marker message is used to prompt the first object to view the changed battle situation data of the second object.

[0174] In this embodiment of the application, after the battle situation data of the second object is marked, the system will detect in real time whether the battle situation data has changed. If the battle situation data has changed, the updated marking message will be automatically displayed to prompt the user to view the changed battle situation data, without the need to mark the battle situation data again.

[0175] Optionally, after marking the battle data of the second object, a marking message is displayed in the top area of ​​the spectator interface. When the battle data changes, an updated marking message is displayed at the location of the second object in the spectator interface, thereby prompting the player that the battle data has changed in a weaker form and reducing the impact on the game process.

[0176] For example, as shown in Figure 11, the battle data represents the number of pieces A belonging to the player "Sheep". When "Sheep" has 6 pieces A, the data is marked, and a marker message 1101 is displayed at the top of the spectator interface, while a marker message 1102 is displayed at the location of "Sheep". Both marker messages 1101 and 1102 indicate that "Sheep" owns piece A and has 6 pieces A. Later, when "Sheep" owns 7 pieces A, an updated marker message 1103 is displayed at the location of "Sheep" in the spectator interface. The updated marker message 1103 indicates that "Sheep" owns 7 pieces A, thus automatically notifying the player that the number of pieces A owned by "Sheep" has changed.

[0177] In this embodiment, if the battle data of the second object changes after the display of the marker message is canceled, the updated marker message is re-displayed to remind the player to check the changed battle data of the second object in a timely manner, thereby improving the efficiency of human-computer interaction.

[0178] In one possible implementation, if the battle data changes and the changed battle data meets the prompting conditions, the updated marker message is displayed on the spectator interface.

[0179] Optionally, the prompt condition is that the value represented by the battle data reaches a preset value. For example, taking the battle data as the number of pieces of the second piece of the second object, after marking the number of pieces of the second piece of the second object and displaying the marking message, if the number of pieces of the second piece changes and reaches the preset value, an updated marking message is displayed. The updated marking message is used to prompt you to view the changed number of pieces of the second piece.

[0180] For example, the upgrade condition for the second piece is that the number of second pieces reaches 3, 6, or 9. Therefore, the aforementioned prompt condition could be that the number of pieces changes to 3, 6, or 9, and then when the number of pieces reaches 3, 6, or 9, an updated marker message would be displayed to remind the player that the second piece has met the upgrade condition. Alternatively, the prompt condition could be that the number of pieces changes to 2, 5, or 8, and then when the number of pieces reaches 2, 5, or 8, an updated marker message would be displayed to remind the player that the second piece is about to meet the upgrade condition.

[0181] In this embodiment, after the display of the marker message is canceled, if the battle data of the second object changes and the changed battle data meets the prompt conditions, the updated marker message will be re-displayed. This can avoid the annoyance caused to players by the frequent display of marker messages and improve the display effect.

[0182] In one possible implementation, after marking the battle situation data of the second object, the server sets the battle situation data of the second object to a marked state. For battle situation data in the marked state, whenever the server detects a change in the battle situation data, it generates an updated marking message based on the changed battle situation data and sends the updated marking message to the first terminal and the second terminal.

[0183] Optionally, when the server detects a change in the battle situation data, it determines whether the changed battle situation data meets the prompting conditions. If the changed battle situation data meets the prompting conditions, it generates an updated tag message based on the changed battle situation data and sends the updated tag message to the first terminal and the second terminal.

[0184] The method provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the marked data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the interaction efficiency between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0185] The embodiment in Figure 3 above is only a brief description of the execution process of the observed party's terminal. The embodiment in Figure 12 below provides a detailed description of the execution process of the observed party's terminal in the interaction method of the chess game. Figure 12 is a flowchart of another interaction method for a chess game provided by an embodiment of this application. This embodiment can be executed by any of the terminals in Figure 1 above, for example, by the second terminal 130. Referring to Figure 12, the method includes:

[0186] 1201. The second terminal displays the game interface, which is used to show the piece battle situation in the game where the first object is located. The first object is the object controlled by this terminal.

[0187] In this embodiment, a first user logged into the second terminal participates in a chess game, controlling their pieces to battle against the pieces of other users. The second terminal displays the piece battle situation of the first user's game on the game interface. A fourth user logged into the first terminal can request to spectate the first user's game, and the first terminal displays a spectating interface showing the piece battle situation of the first user's game.

[0188] 1202. The second terminal displays a marker message based on the game interface. The marker message is used to prompt the first object to view the battle data of the second object. The marker message is prompted by the object currently watching the game in which the first object is playing. The second object can be any object in the game.

[0189] Optionally, displaying marker messages based on the game interface means displaying marker messages on the game interface.

[0190] In one possible implementation, as described in step 403 above, when the first terminal responds to a marking operation on any battle data of the second object on the chessboard where the second object is located, the first terminal sends a marking request to the server. The server, in response to the marking request, generates a marking message and sends the marking message to the second terminal. Upon receiving the marking message, the second terminal displays the marking message on the game interface.

[0191] In one possible implementation, the battle situation data indicated by the spectating object marker can include multiple types of battle situation data, with different marker messages displayed when different types of battle situation data are marked. Based on the type of battle situation data, the following scenarios are possible.

[0192] (1) Display the first marker message based on the game interface. The first marker message is used to prompt the first object to view the first piece already owned by the second object.

[0193] (2) Display a second marker message on the game interface. The second marker message is used to prompt the first object to view the second piece that the second object already owns and the piece attribute data of the second piece.

[0194] (3) Display the third marker message based on the game interface. The third marker message is used to prompt the first object to view the first bond that the second object has activated.

[0195] (4) The fourth marker message is displayed on the game interface. The fourth marker message is used to prompt the first object to view the second object's activated second synergy and the synergy attribute data of the second synergy.

[0196] (5) Display the fifth marker message based on the game interface. The fifth marker message is used to prompt the first object to view the object attribute data of the second object.

[0197] The first to fifth tag messages in step 1202 are similar to the first to fifth tag messages in step 403 above, and will not be repeated here.

[0198] In this embodiment, the spectator can mark the pieces owned by the players, the attribute data of the pieces, the activated synergies, the attribute data of the synergies, or the attribute data of the players. Various types of battle data can be marked, and the spectator can prompt the spectated player with various types of battle data, which improves the diversity and richness of the marked battle data.

[0199] In one possible implementation, the second terminal displays a tag message, including at least one of the following methods.

[0200] (1) Display the marker message in the top area of ​​the game interface.

[0201] (2) Display a marker message in the game interface based on the location of the second object.

[0202] (3) Display marker messages in the game interface based on the location of the battle data.

[0203] The method by which the second terminal displays the marker message in step 1202 is the same as the method by which the first terminal displays the marker message in step 403 above, and will not be repeated here.

[0204] This application provides various methods for displaying marked messages, such as displaying them in the top area, displaying them based on the location of a second object, or displaying them based on the location of the battle data. This enriches the methods for displaying marked messages and increases the diversity of display methods. Furthermore, displaying marked messages in at least one way makes it easier for observers to notice that the battle data has been marked, thereby improving the display effect.

[0205] 1203. In response to the sharing operation of the tag message, the second terminal sends the tag message to all objects in the game except the first object.

[0206] In this embodiment of the application, after the second terminal displays the marking message, the first object can also share the marking message with other objects in the same game without the first object having to perform the marking operation, thereby achieving rapid information sharing.

[0207] In one possible implementation, step 1203 includes any of the following.

[0208] (1) In response to the sharing operation of the tag message, the second terminal sends the tag message to all objects in the game except the first object.

[0209] By performing the sharing operation of the marked message, it is possible to send the marked message to all other objects in the game except the first object with one click, which improves the efficiency of information sharing.

[0210] (2) In response to the sharing operation of the tag message, the second terminal displays other objects in the game besides the first object, and in response to the selection operation of at least one of the displayed objects, sends a tag message to the at least one selected object.

[0211] Players can choose which or more objects in the game, other than the first target, to share the marked message with, increasing the flexibility and freedom of information sharing.

[0212] In this embodiment, after viewing the marker message sent by the spectator, the spectated party can share the marker message with other participants in the game without having to perform the marker operation themselves, thus improving the efficiency of alerting other participants to the game situation data.

[0213] Furthermore, the spectated party can share the marked message with all participants in the game, or choose which participants to share it with, thus increasing the flexibility of sharing marked messages.

[0214] It should be noted that the embodiments of this application only take the execution of step 1203 as an example. In another embodiment, step 1203 may not be executed, that is, step 1203 is an optional step, not a mandatory step.

[0215] 1204. When the display duration of the marker message reaches the preset duration, the second terminal cancels the display of the marker message.

[0216] When the display duration of the marker message reaches the preset duration, the second terminal cancels the display of the marker message. The preset duration is a pre-set duration, such as 3 seconds or 5 seconds.

[0217] In this embodiment, when the display duration of the marker message reaches a preset duration, it can be assumed that the player has viewed the marker message. Therefore, when the display duration of the marker message reaches the preset duration, the marker message is canceled from displaying, avoiding the problem of the marker message continuously obscuring the game screen and improving the display effect of the game screen.

[0218] 1205. If the battle data changes, the second terminal displays an updated marker message on the game interface. The updated marker message is used to prompt the first object to view the changed battle data of the second object.

[0219] In this embodiment, after the observer marks the battle data of the second object, the observer will detect in real time whether the battle data has changed. If the battle data has changed, the second terminal will automatically display the updated marking message to prompt the observer to view the changed battle data, without needing to mark the battle data again.

[0220] In this embodiment, if the battle data of the second object changes after the display of the marker message is canceled, the updated marker message is re-displayed to remind the player to check the changed battle data of the second object in a timely manner, and it does not need to be re-marked by the spectator, thus improving the efficiency of human-computer interaction.

[0221] In one possible implementation, if the battle data changes and the changed battle data meets the prompt conditions, the updated marker message is displayed on the game interface.

[0222] In this embodiment, after the display of the marker message is canceled, if the battle data of the second object changes and the changed battle data meets the prompt conditions, the updated marker message will be re-displayed. This can avoid the annoyance caused to players by the frequent display of marker messages and improve the display effect.

[0223] Step 1205 is similar to step 405 above, and will not be described in detail here.

[0224] The method provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the marked data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the interaction efficiency between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0225] Figure 13 is a flowchart of another interactive method for a board game provided in an embodiment of this application. This embodiment can be executed by the first terminal 110, the second terminal 130, and the server 120 in Figure 1 above. Referring to Figure 13, the method includes:

[0226] 1301. The first terminal displays the spectator interface, which is used to show the piece battle situation in the game where the first object is located.

[0227] In this application embodiment, the fourth object is the spectator in a chess game.

[0228] 1302. The second terminal displays the game interface, which is used to show the piece battle situation in the game where the first object is located. The first object is the object controlled by the second terminal.

[0229] In this embodiment, the second terminal is logged in with the first object. The first object is participating in a chess game, and is the spectator in the chess game.

[0230] 1303. The first terminal displays the chessboard where the second object is located based on the spectator interface. The chessboard where the second object is located is used to display the chess pieces of the second object playing against at least one other object.

[0231] Optionally, the first terminal can display the chessboard of any object in the currently spectating game based on the spectator interface. For example, when spectating a game where the first object is located, the first terminal defaults to displaying the chessboard of the first object based on the spectator interface. In response to an operation to view the chessboard of any other object in the game, the display can be switched to show the chessboards of that other object.

[0232] 1304. In response to the marking operation of any battle data of the second object on the chessboard where the second object is located, the first terminal sends a marking request for the battle data to the server.

[0233] 1305. In response to the tagging request, the server generates a tagging message and sends the tagging message to the first terminal and the second terminal. The tagging message is used to prompt the user to view the battle situation data of the second object.

[0234] 1306. The first terminal receives the marking message and displays the marking message on the spectator interface.

[0235] 1307. The second terminal receives the marker message and displays the marker message on the game interface.

[0236] 1308. If the battle situation data of the second object changes, the server generates an updated tag message and sends the updated tag message to the first terminal and the second terminal.

[0237] 1309. The first terminal receives the updated tag message and displays the updated tag message on the spectator interface.

[0238] 1310. The second terminal receives the updated marker message and displays the updated marker message on the game interface.

[0239] Figure 14 is a flowchart of another interactive method for a chess game provided in an embodiment of this application. Figure 14 illustrates the method by taking the marking of a player's chess pieces or chess piece attribute data as an example. As shown in Figure 14, the method includes the following steps:

[0240] 1. Players begin the board game.

[0241] 2. Determine if any players are currently spectating. If no players are spectating, display the normal state. If players are spectating, display a marker control from the spectating player's perspective, allowing them to mark pieces or piece attribute data.

[0242] Additionally, it can determine whether the player being spectated has enabled the spectator permission flag. If the spectator permission flag is enabled, the flag control will be displayed in the spectator's view. If the spectator permission flag is not enabled, the flag control will not be displayed in the spectator's view.

[0243] 3. If a spectator drags a marker control onto a piece, determine whether to continue dragging the marker control onto the piece's attribute data. If only the marker control is dragged onto the piece, the marker message displays the default information, meaning only the piece is shown, not its attribute data. If the marker control is dragged onto the piece's attribute data, the marker message will display both the piece and its attribute data in addition to the marked piece.

[0244] 4. The server records the attribute data of the chess pieces marked by the client and detects whether the attribute data of the chess pieces changes in real time. If a change occurs, the echo mechanism is triggered to redisplay the updated marking message to notify the player that the attribute data of the marked chess pieces has changed, so as to ensure the continuity and timeliness of information transmission.

[0245] In related technologies, spectators and those being spectated can only communicate via voice or text. On one hand, spectators need to word the content of the communication, and those being spectated need to understand it, resulting in low interaction efficiency. On the other hand, due to the delay in spectating, there is a discrepancy between the information seen by the spectator and the spectated, leading to information asymmetry and affecting the timeliness of the interaction.

[0246] In the above-described embodiment of this application, spectators mark battle data in the game to remind the spectated player of the situation, providing a convenient and quick operation for the spectator and an intuitive reminder for the spectated player, greatly improving the interaction efficiency between them. Furthermore, since the server generates a marking message based on the latest battle data after the spectator initiates a marking request, the accuracy and timeliness of the transmitted marking messages are guaranteed, breaking the information asymmetry between spectators and spectated players caused by spectator delays, further improving communication efficiency. Moreover, by providing an echo mechanism, when the marked battle data changes, the updated marking message is automatically provided to the player, ensuring that the player can continuously obtain information on changes in the marked battle data, reducing the burden of repeated marking, preventing players from missing important information, and further ensuring the timeliness of information transmission.

[0247] Figure 15 is a schematic diagram of the structure of an interactive device for a board game provided in an embodiment of this application. Referring to Figure 15, the device includes:

[0248] The first display module 1501 is used to display the spectator interface, which is used to show the piece battle situation in the game where the first object is located.

[0249] The second display module 1502 is used to display a marking message in response to a marking operation on any battle data of the second object in the game. The marking message is used to prompt the first object to view the battle data of the second object; wherein, the second object is any object in the game.

[0250] The interactive device for chess games provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the efficiency of interaction between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0251] Optionally, referring to Figure 16, the second display module 1502 is used to perform at least one of the following:

[0252] In response to the marking operation on the first piece of the second object, a first marking message is displayed. The first marking message is used to prompt the first object to view the first piece that the second object already owns.

[0253] In response to the marking operation on the chess piece attribute data of the second piece of the second object, a second marking message is displayed. The second marking message is used to prompt the first object to view the second piece that the second object already owns and the chess piece attribute data of the second piece.

[0254] In response to the marking operation of the first bond of the second object, a third marking message is displayed. The third marking message is used to prompt the first object to view the first bond that the second object has activated.

[0255] In response to the marking operation on the second bond attribute data of the second object, a fourth marking message is displayed. The fourth marking message is used to prompt the first object to view the second object's activated second bond and the second bond attribute data.

[0256] In response to the marking operation on the object attribute data of the second object, a fifth marking message is displayed, which prompts the first object to view the object attribute data of the second object.

[0257] Optionally, referring to Figure 16, the second display module 1502 is used for:

[0258] The spectator interface displays the chessboard where the second object is located, and the chessboard where the second object is located is used to show the battle situation between the second object and at least one other object's pieces.

[0259] In response to a marking operation on any battle data of the second object on the chessboard where the second object is located, a marking message is displayed.

[0260] Optionally, referring to Figure 16, the device further includes:

[0261] The chessboard switching module 1503 is used to respond to the chessboard viewing operation of the third object in the game, and to switch the currently displayed chessboard of the second object to the chessboard of the third object. The chessboard of the third object is used to display the piece battle between the third object and at least one other object.

[0262] Optionally, referring to Figure 16, the second display module 1502 is used to perform any of the following:

[0263] The spectator interface displays a marker control, and in response to the operation of dragging the marker control to the battle data, a marker message is displayed;

[0264] In response to a press operation on battle data, a marker message is displayed;

[0265] In response to the action of dragging battle data to the location of the first object, a marker message is displayed;

[0266] In response to the action of dragging the first object's portrait onto the battle data, a marker message is displayed.

[0267] Optionally, referring to Figure 16, the second display module 1502 is used to perform at least one of the following:

[0268] Display a marker message at the top area of ​​the spectator interface;

[0269] Display a marker message based on the location of the second object in the spectator interface;

[0270] The spectator interface displays a marker message based on the location of the battle data.

[0271] Optionally, referring to Figure 16, the second display module 1502 is also used for:

[0272] The display of the flagged message will be canceled when the preset display duration is reached.

[0273] Optionally, referring to Figure 16, the second display module 1502 is also used for:

[0274] If the battle data changes, an updated marker message is displayed. The updated marker message is used to prompt the first object to view the changed battle data of the second object.

[0275] Optionally, referring to Figure 16, the second display module 1502 is used for:

[0276] If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the spectator interface.

[0277] It should be noted that the interactive device for chess games provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for chess games provided in the above embodiments and the interactive method embodiments for chess games belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0278] Figure 17 is a schematic diagram of the structure of an interactive device for a board game provided in an embodiment of this application. Referring to Figure 17, the device includes:

[0279] The first display module 1701 is used to display the game interface, which is used to show the piece battle situation in the game where the first object is located. The first object is the object controlled by this terminal.

[0280] The second display module 1702 is used to display a marker message based on the game interface. The marker message is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently watching the game in which the first object is playing.

[0281] The interactive device for chess games provided in this application embodiment allows the spectator to mark any piece's battle data of any object in the game on the spectator interface. This marks the data and provides a corresponding message to the spectator, prompting them to view that object's battle data. The spectator can intuitively and quickly grasp the real-time messages transmitted by the spectator. Compared to voice communication, this effectively saves the spectator's wording time and the spectator's comprehension time, improving the efficiency of interaction between the spectator and the spectated party, thus enhancing human-computer interaction efficiency. Furthermore, by marking battle data, the spectator can provide prompts to the spectated party, enabling them to take timely countermeasures and preventing them from missing important information. This allows the spectator to provide game assistance while spectating, increasing the diversity of interaction methods between the spectator and the spectated party.

[0282] Optionally, referring to Figure 18, the second display module 1702 is used to perform at least one of the following:

[0283] Based on the first marker message displayed on the game interface, the first marker message is used to prompt the first object to view the first piece already owned by the second object;

[0284] Based on the display of the second marker message on the game interface, the second marker message is used to prompt the first object to view the second piece that the second object already owns and the piece attribute data of the second piece;

[0285] Based on the third marker message displayed on the game interface, the third marker message is used to prompt the first object to view the first synergy that the second object has activated;

[0286] The fourth marker message is displayed on the game interface. The fourth marker message is used to prompt the first object to view the second object's activated second synergy and the synergy attribute data of the second synergy.

[0287] The fifth marker message is displayed on the game interface. The fifth marker message is used to prompt the first object to view the object attribute data of the second object.

[0288] Optionally, referring to Figure 18, the second display module 1702 is used to perform at least one of the following:

[0289] Display marker messages in the top area of ​​the game interface;

[0290] Display a marker message in the game interface based on the location of the second object;

[0291] Display marker messages in the game interface based on the location of the battle data.

[0292] Optionally, referring to Figure 18, the second display module 1702 is also used for:

[0293] The display of the flagged message will be canceled when the preset display duration is reached.

[0294] Optionally, referring to Figure 18, the second display module 1702 is also used for:

[0295] If the battle data changes, the updated marker message is displayed on the game interface. The updated marker message is used to prompt the first object to view the changed battle data of the second object.

[0296] Optionally, referring to Figure 18, the second display module 1702 is used for:

[0297] If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the game interface.

[0298] Optionally, referring to Figure 18, the device further includes:

[0299] The sharing module 1703 is used to send a flag message to all objects in the game except the first object in response to a sharing operation on the flag message.

[0300] Optionally, referring to Figure 18, the sharing module 1703 is used for:

[0301] In response to a share operation on a marked message, send the marked message to all objects in the game except the first object; or,

[0302] In response to a share operation on a flag message, display all objects in the game except the first object; in response to a selection operation on at least one displayed object, send a flag message to at least one selected object.

[0303] It should be noted that the interactive device for chess games provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the computer device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interactive device for chess games provided in the above embodiments and the interactive method embodiments for chess games belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0304] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the interactive method of the chess game described above.

[0305] Optionally, the computer device is provided as a terminal. Figure 19 shows a schematic diagram of the structure of a terminal 1900 provided in an exemplary embodiment of this application. The terminal 1900 includes a processor 1901 and a memory 1902.

[0306] Processor 1901 may include one or more processing cores, such as a 4-core processor or an 8-core processor. Processor 1901 may be implemented using at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as the CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state.

[0307] Memory 1902 may include one or more computer-readable storage media, which may be non-transitory. Memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1902 are used to store at least one computer program for use by processor 1901 to implement the interactive method of the board game provided in the method embodiments of this application.

[0308] In some embodiments, the terminal 1900 may also optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1903 via a bus, signal line, or circuit board. Optionally, the peripheral device includes at least one of: a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.

[0309] In some embodiments, the terminal 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to: an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.

[0310] Those skilled in the art will understand that the structure shown in FIG19 does not constitute a limitation on the terminal 1900, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0311] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the operations performed by the interactive method of the chess game described above.

[0312] This application also provides a computer program product, including a computer program loaded and executed by a processor to perform operations as described in the above embodiments of the interactive method for a board game.

[0313] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0314] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present application should be included within the protection scope of the present application.

Claims

1. An interactive method for a board game, executed by a computer device, the method comprising: The spectator interface is used to display the piece battle situation in the game where the first object is located. In response to a marking operation on any battle data of the second object in the game, a marking message is displayed, the marking message being used to prompt the first object to view the battle data of the second object; wherein, the second object is any object in the game.

2. The method according to claim 1, wherein, The step of displaying a marking message in response to a marking operation on any battle data of the second object in the game includes at least one of the following: In response to the marking operation on the first piece of the second object, a first marking message is displayed, which prompts the first object to view the first piece already owned by the second object; In response to the marking operation on the chess piece attribute data of the second piece of the second object, a second marking message is displayed. The second marking message is used to prompt the first object to view the second piece that the second object already owns and the chess piece attribute data of the second piece. In response to the marking operation of the first bond of the second object, a third marking message is displayed, which prompts the first object to view the first bond that has been activated by the second object; In response to a marking operation on the bond attribute data of the second bond of the second object, a fourth marking message is displayed, which prompts the first object to view the second bond that the second object has activated and the bond attribute data of the second bond; In response to a marking operation on the object attribute data of the second object, a fifth marking message is displayed, which prompts the first object to view the object attribute data of the second object.

3. The method according to any one of claims 1 to 2, wherein, The step of displaying a marking message in response to a marking operation on any battle data of the second object in the game includes: Based on the spectator interface, the chessboard where the second object is located is displayed, and the chessboard where the second object is located is used to show the chess pieces of the second object playing against at least one other object. In response to a marking operation on any battle data of the second object on the chessboard where the second object is located, the marking message is displayed.

4. The method according to claim 3, wherein, The method further includes: In response to the operation of viewing the chessboard of the third object in the game, the chessboard currently displayed where the second object is located is switched to the chessboard where the third object is located. The chessboard where the third object is located is used to display the piece battle situation between the third object and at least one other object.

5. The method according to any one of claims 1 to 4, wherein, The display of a marking message in response to a marking operation on any battle data of the second object in the match includes any of the following: The spectator interface displays a marker control, and in response to the operation of dragging the marker control onto the battle data, the marker message is displayed. In response to a press operation on the battle data, the marker message is displayed; In response to the operation of dragging the battle data to the location of the first object, the marker message is displayed; In response to the operation of dragging the first object's avatar onto the battle data, the marker message is displayed.

6. The method according to any one of claims 1 to 5, wherein, The display marker message includes at least one of the following: The marked message is displayed in the top area of ​​the spectator interface; The marker message is displayed in the spectator interface based on the location of the second object; The marker message is displayed in the spectator interface based on the location of the battle data.

7. The method according to any one of claims 1 to 6, wherein, Following the display marker message, the method further includes: When the display duration of the marked message reaches the preset duration, the display of the marked message is canceled.

8. The method according to any one of claims 1 to 7, wherein, The method further includes: If the battle situation data changes, the updated marker message is displayed. The updated marker message is used to prompt the first object to view the changed battle situation data of the second object.

9. The method according to claim 8, wherein, If the battle situation data changes, the updated marker message will be displayed, including: If the battle data changes and the changed battle data meets the prompting conditions, the updated marker message will be displayed on the spectator interface.

10. An interactive method for a board game, executed by a computer device, the method comprising: The game interface is used to display the piece battle situation in the game where the first object is located. The first object is the object controlled by this terminal. The game interface displays a marker message, which is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently spectating the game in which the first object is playing.

11. The method according to claim 10, wherein, The display of marker messages based on the game interface includes at least one of the following: Based on the game interface, a first marker message is displayed, which is used to prompt the first object to view the first piece already owned by the second object; Based on the game interface, a second marker message is displayed. The second marker message is used to prompt the first object to view the second piece that the second object already owns and the piece attribute data of the second piece. Based on the third marker message displayed on the game interface, the third marker message is used to prompt the first object to view the first synergy that the second object has activated; Based on the fourth marker message displayed on the game interface, the fourth marker message is used to prompt the first object to view the second synergy that the second object has activated and the synergy attribute data of the second synergy; The fifth marker message is displayed on the game interface to prompt the first object to view the object attribute data of the second object.

12. The method according to any one of claims 10 to 11, wherein, The display of marker messages based on the game interface includes at least one of the following: The marked message is displayed in the top area of ​​the game interface; The marker message is displayed in the game interface based on the location of the second object; The marker message is displayed in the game interface based on the location of the battle data.

13. The method according to any one of claims 10 to 12, wherein, After displaying the marker message based on the game interface, the method further includes: When the display duration of the marked message reaches the preset duration, the display of the marked message is canceled.

14. The method according to any one of claims 10 to 13, wherein, The method further includes: If the battle data changes, the updated marker message is displayed on the game interface. The updated marker message is used to prompt the first object to view the changed battle data of the second object.

15. The method according to claim 14, wherein, If the battle data changes, the updated marker message is displayed on the game interface, including: If the battle data changes and the changed battle data meets the prompt conditions, the updated marker message will be displayed on the game interface.

16. The method according to any one of claims 10 to 15, wherein, After displaying the marker message based on the game interface, the method further includes: In response to the sharing operation of the marked message, the marked message is sent to all objects in the game other than the first object.

17. The method according to claim 16, wherein, The step of sending the marked message to other objects in the game besides the first object in response to the sharing operation of the marked message includes: In response to a sharing operation on the marked message, the marked message is sent to all objects in the game except the first object; or, In response to a sharing operation of the tag message, other objects in the game besides the first object are displayed; in response to a selection operation of at least one displayed object, the tag message is sent to at least one selected object.

18. An interactive device for a board game, the device comprising: The first display module is used to display the spectator interface, which is used to show the piece battle situation in the game where the first object is located. The second display module is configured to display a marking message in response to a marking operation on any battle data of the second object in the game. The marking message is used to prompt the first object to view the battle data of the second object; wherein the second object is any object in the game.

19. An interactive device for a board game, the device comprising: The first display module is used to display the game interface, which is used to show the piece battle situation of the game in which the first object is located. The first object is an object controlled by this terminal. The second display module is used to display a marker message based on the game interface. The marker message is used to prompt the first object to view the battle data of the second object. The marker message is prompted to the first object by the fourth object. The second object is any object in the game, and the fourth object is the object currently watching the game in which the first object is playing.

20. A computer device comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to perform operations performed by the interactive method of a board game as described in any one of claims 1 to 9, or to perform operations performed by the interactive method of a board game as described in any one of claims 10 to 17.

21. A computer-readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to implement the operations performed by the interactive method of the board game as described in any one of claims 1 to 9, or to implement the operations performed by the interactive method of the board game as described in any one of claims 10 to 17.

22. A computer program product comprising a computer program loaded and executed by a processor to implement the operations performed by the interactive method of a board game as described in any one of claims 1 to 9, or to implement the operations performed by the interactive method of a board game as described in any one of claims 10 to 17.

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