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

By directly displaying copies of skill controls in a virtual scene and updating them as third-party controls, the problem of low efficiency in skill control combination in existing technologies is solved, achieving efficient and real-time skill control combination, and improving user experience and system performance.

WO2026056540A1PCT designated stage Publication Date: 2026-03-19TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-24
Publication Date
2026-03-19

AI Technical Summary

Technical Problem

When combining skill controls in a virtual scene, existing technologies require users to exit the interactive process and enter the settings interface to operate, resulting in low efficiency and excessive system load, which affects the user experience.

Method used

The system displays skill controls in a virtual scene and responds to copy operations, generating copies of the controls. These copies are then updated to third skill controls through combination operations, enabling efficient combination of skill controls.

Benefits of technology

It improves the ease of use and efficiency of skill control combinations, reduces interface switching time, ensures the real-time performance of combination operations, reduces system load and storage usage, and enhances the interactive experience in virtual scenes.

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Abstract

Provided in the present application are a skill control processing method and apparatus for a virtual scene, and an electronic device, a computer-readable storage medium and a computer program product. The method comprises: displaying a first skill control and a second skill control in a virtual scene; in response to a copy operation performed on the first skill control, displaying a copy of the first skill control; and in response to a first combination operation performed between the copy of the first skill control and the second skill control, updating the second skill control to a third skill control.
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Description

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

[0001] Cross-reference to Related Applications

[0002] The present application is based on and claims priority to Chinese patent application No. 2024112967387, filed on September 14, 2024, the entire contents of which are incorporated herein by reference. TECHNICAL FIELD

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

[0004] In a virtual scene, when a player releases a skill through a skill control, multiple skill controls often need to be combined for use in some specific scenes or for specific virtual objects to achieve a preset effect. In related technologies, when skill controls of a virtual scene are combined, operations need to be performed in a setting interface of a game, which leads to a need to disengage from the interactive process in the virtual scene, affecting the interaction in the virtual scene. At the same time that the setting interface is rendered, the background running state of the virtual scene is retained, occupying additional system resources and memory. In the case that the virtual scene is in a high load state, the setting operations in the setting interface will have synchronization delays, leading to invalid combination operations and excessively high system load. SUMMARY

[0005] Therefore, the embodiments of the present application provide a method and device for processing skill control of a virtual scene, an electronic device, a computer readable storage medium and a computer program product, which can achieve efficient combination of skill controls in a virtual scene.

[0006] The embodiments of the present application provide the following technical solutions:

[0007] The embodiments of the present application provide a method for processing skill control of a virtual scene, which is executed by an electronic device, and the method comprises:

[0008] displaying a first skill control and a second skill control in the virtual scene;

[0009] in response to a copy operation for the first skill control, displaying a copy of the first skill control;

[0010] in response to a first combination operation for the copy of the first skill control and the second skill control, updating the second skill control to a third skill control.

[0011] The embodiment of the present application provides a skill control processing device of a virtual scene, the device comprises:

[0012] The first display module is configured to display the first skill control and the second skill control in the virtual scene.

[0013] The second display module is configured to display a copy of the first skill control in response to a copy operation on the first skill control.

[0014] The control updating module is configured to update the second skill control into a third skill control in response to a first combination operation on the copy of the first skill control and the second skill control.

[0015] The embodiment of the present application provides an electronic device, the electronic device comprises:

[0016] The memory is used for storing computer executable instructions or computer programs.

[0017] The processor is used for executing the computer executable instructions or computer programs stored in the memory, and the virtual scene skill control processing method provided by the embodiment of the present application is realized.

[0018] The embodiment of the present application provides a computer readable storage medium, which stores computer programs or computer executable instructions, and is used for realizing the virtual scene skill control processing method provided by the embodiment of the present application when the processor executes.

[0019] The embodiment of the present application provides a computer program product, which comprises computer programs or computer executable instructions, and realizes the virtual scene skill control processing method provided by the embodiment of the present application when the processor executes.

[0020] The embodiment of the present application has the following beneficial effects:

[0021] By combining the copy of the first skill control with the second skill control in the virtual scene, and updating the second skill control to the third skill control, the combination of the skill controls in the virtual scene is completed. On the one hand, when the combination of the skill controls is performed, the interaction in the virtual scene can still be continued to be paid attention to, thereby facilitating the user to make a decision to interact at a suitable time. On the other hand, compared with the scheme of the related art which needs to be set in the process of the interaction in the virtual scene, the time of repeatedly switching interfaces is saved, the ease of use and convenience of the combination of the skill controls are improved, the efficiency of the combination is improved, the combination of the skill controls can be quickly completed through the combination operation in the virtual scene, the synchronous delay is avoided, the real-time performance of the combination operation response is ensured, and at the same time, the combination of the skill controls is directly performed in the virtual scene, the rendering load of the additional setting interface and the storage occupation of redundant data are reduced, and the running efficiency of the system is improved. BRIEF DESCRIPTION OF DRAWINGS

[0022] FIG. 1 is an architecture schematic diagram of a skill control processing system 100 of a virtual scene provided by an embodiment of the present application;

[0023] FIG. 2 is a structural schematic diagram of a terminal 400 provided by an embodiment of the present application;

[0024] FIG. 3A is a first flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

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

[0026] FIG. 3C is a third flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0027] FIG. 3D is a fourth flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0028] FIG. 3E is a fifth flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0029] FIG. 3F is a sixth flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0030] FIG. 3G is a seventh flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0031] FIG. 3H is an eighth flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0032] FIG. 3I is a ninth flow schematic diagram of a skill control processing method of a virtual scene provided by an embodiment of the present application;

[0033] FIG. 3J is a tenth flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the present application;

[0034] FIG. 3K is an eleventh flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the present application;

[0035] FIG. 3L is a twelfth flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the present application;

[0036] FIG. 3M is a thirteenth flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the present application;

[0037] FIG. 4A is a first schematic diagram of skill control fusion according to an embodiment of the present application;

[0038] FIG. 4B is a second schematic diagram of skill control fusion according to an embodiment of the present application;

[0039] FIG. 4C is a third schematic diagram of skill control fusion according to an embodiment of the present application;

[0040] FIG. 4D is a schematic diagram of control attribute setting according to an embodiment of the present application;

[0041] FIG. 4E is a schematic diagram of skill control superposition combination according to an embodiment of the present application;

[0042] FIG. 4F is a schematic diagram of combination revocation according to an embodiment of the present application;

[0043] FIG. 5 is a first principle schematic diagram of training a machine learning model according to an embodiment of the present application;

[0044] FIG. 6 is a second principle schematic diagram of training a machine learning model according to an embodiment of the present application;

[0045] FIG. 7A is a schematic diagram of a setting interface according to an embodiment of the present application;

[0046] FIG. 7B is a schematic diagram of a setting combination operation according to an embodiment of the present application;

[0047] FIG. 7C is a schematic diagram of a copy lock key according to an embodiment of the present application;

[0048] FIG. 7D is a schematic diagram of a drag fusion according to an embodiment of the present application;

[0049] FIG. 7E is a schematic diagram of a completed fusion according to an embodiment of the present application;

[0050] FIG. 7F is a schematic diagram of releasing a combination skill according to an embodiment of the present application;

[0051] FIG. 7G is a schematic diagram of a teammate perspective according to an embodiment of the present application;

[0052] FIG. 8 is a flow diagram of a skill key combination according to an embodiment of the present application.

[0053] It should be noted that the above-mentioned "first", "second" are only used to distinguish different schemes, and do not represent the advantages or disadvantages of the schemes or the priority in the implementation process. DETAILED DESCRIPTION

[0054] In order to make the purposes, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the drawings, and the described embodiments should not be regarded as limiting the present application. All other embodiments obtained by those skilled in the art without creative labor fall within the scope of protection of the present application.

[0055] In the following description, "some embodiments" are related to a subset of all possible embodiments, but it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0056] In the following description, the terms "first / second / third" are only used to distinguish similar objects, and do not represent a specific order of the objects. It can be understood that "first / second / third" can interchange the specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0057] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works with other related parts to achieve a predetermined target, and can be implemented entirely or partially by using software, hardware (such as a processing circuit or a memory) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the functions of the module or unit.

[0058] Unless otherwise specified, at least one described below refers to one or more cases, and "a plurality of" can refer to two or more cases.

[0059] Unless otherwise defined, all technical and scientific terms used in the embodiments of the present application have the same meaning as commonly understood by those skilled in the art. The terms used in the embodiments of the present application are only for the purpose of describing the embodiments of the present application, and are not intended to limit the present application.

[0060] The related data collection and processing in the embodiments of the present application should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing behavior within the scope of authorization of laws and regulations and the personal information subject.

[0061] Before the embodiments of the present application are further described in detail, the terms and phrases involved in the embodiments of the present application are explained, which are applicable to the following explanations.

[0062] 1) Virtual scene, a scene displayed (or provided) by an application running on a terminal device, which is different from the real world. The virtual scene can be a simulation environment of the real world, a semi-simulation semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include sky, land, ocean, etc., the land can include desert, city, etc. environment elements, and the user can control the virtual object to move in the virtual scene.

[0063] 2) Skill control, a user interface element in a virtual scene used to trigger and control a character or object to perform a specific skill or action. Each skill control usually corresponds to one or more functions, and the player interacts with it to instruct the character or object in the game to perform the corresponding operation. For example, the general attack key is used to perform the basic attack action of the character, such as sword swinging or shooting, etc.; the jump key allows the character to perform a jump action, and sometimes can also perform a double jump or higher order jump skill; the healing key is used to activate the healing skill of the character to restore health or magic value; the defense key is used to activate the defense posture or skill of the character to reduce damage.

[0064] 3) Combination operation control, an interactive control that can control the copy of the skill control that can be combined with other skill controls. The combination operation control can be a single selection box, a check box, a drop-down menu, a button, or a slider, etc. interface element, which is used to obtain the copy of the selected skill control. Taking the single selection box as an example, in response to the check operation on the single selection box, the copy of the first skill control is displayed, indicating that the first skill control can be copied and combined with other skill controls.

[0065] 4) attribute value, refers to the parameters of the skill control that can be configured or adjusted by the player in the setting interface of the virtual scene, which determines the specific characteristics of the skill control. Attribute values are usually associated with the abilities of game characters, the effects of skills, or the display methods of interface elements, etc. For example, attribute values can include at least one of the following: damage value, skill release range, skill release duration, defense, control size, control shape, control position, control color, control background.

[0066] 5) operation sequence data, refers to the data set recorded in time sequence of a series of operations (such as skill triggering or movement instructions, etc.) performed by the player or game character in the virtual scene, which reflects the behavior patterns and decision-making process of the player in the virtual scene. The first operation sequence data includes multiple data segments of the player in the virtual scene, each data segment records a plurality of skills released in succession. The second operation sequence data records the operation data of the player triggering a plurality of skill controls in the virtual scene in turn, in addition to basic operation information, it also records the combination and order between skill controls.

[0067] 6) display parameter, a set of parameters used to define and adjust the visual representation of elements such as skill controls in the virtual scene, which can include attributes such as color, size, border style, background, icon or text style, etc. to adapt to different game states and interaction needs. In the case of a second skill control that can be combined with the first skill control, the first display parameter is applied to the second skill control that can be combined with the first skill control, such as using a highlight color, increased transparency, special border or background effect, to indicate that the second skill control can be combined with the first skill control. In the case where none of the second skill controls can be combined with the first skill control, the second display parameter is applied to the second skill control, such as using a default color, lower transparency, no special border or background effect, to indicate that the second skill control cannot be combined with the first skill control at the moment. The first display parameter is more prominent than the second display parameter.

[0068] 7) virtual object, a movable object in the virtual scene. The movable object can be a virtual person, a virtual animal, an animation character, etc. The virtual object can be a virtual avatar in the virtual scene that represents the user, or a user character controlled through operations on the client. The virtual scene can include multiple virtual objects, each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene.

[0069] 8) feature information, which refers to a set of attribute data extracted from the virtual scene to describe the content and elements of the scene. These information usually include the attributes of virtual objects, the attributes of skill control combinations and the interactions between them. The feature information is used to train the machine learning model, so that the machine learning model can make predictions and decisions based on these feature information. The attributes of virtual objects include at least one of the following: position, size, type, state, health, magic value of virtual objects. The attributes of candidate skill control combinations include the attributes of each skill control in the combination, such as the type, effect, resource consumption, cooling time and target range of the skill, and the overall effect and applicability of the combination.

[0070] 9) in response to: conditions or states that the performed operations depend on, when the dependent conditions or states are met, the performed one or more operations can be real-time or have a set delay; in the absence of special instructions, there is no restriction on the execution order of the performed multiple operations.

[0071] 10) human-computer interaction interface, an interface for providing human-computer interaction function / displaying virtual scene.

[0072] For example, graphical user interface (GUI) display, such as augmented reality (AR) interface, virtual reality (VR) interface, voice user interface (VUI), interactive projection interface (using projection technology to display information on a plane), eye movement detection interface (interface controlled by detecting the user's line of sight), holographic interface (three-dimensional holographic image formed by holographic projection technology, no need to wear special glasses to see stereoscopic image), multi-modal interface (interactive interface combining multiple interaction modes such as touch, vision, hearing, etc.), brain-machine interface (BMI) interface, etc.

[0073] In related technologies, when skill controls in a virtual scene are combined, it is often necessary to enter a setting interface to set the combination of controls before entering the virtual scene for interaction, or to switch from the virtual scene to the setting interface to combine the controls during the interaction process in the virtual scene. This way needs to be out of the interaction process in the virtual scene, the efficiency is relatively low, the combination process is cumbersome, and it is difficult to implement during the interaction process.

[0074] Based on the above analysis, the applicant finds that the skill control processing method of the virtual scene in the related art cannot efficiently combine the skill controls in the virtual scene. In view of the above problem, the embodiment of the present application provides a skill control processing method of a virtual scene, which can realize efficient combination of skill controls in the virtual scene.

[0075] The following describes an exemplary application of the electronic device provided by the embodiment of the present application. The electronic device provided by the embodiment of the present application can be implemented as a notebook computer, a tablet computer, a desktop computer, a set-top box, a smart phone, a smart speaker, a smart watch, a smart television, a vehicle-mounted terminal, and the like, and can also be implemented as a server. In the following, an exemplary application when the electronic device is implemented as a terminal is described.

[0076] Referring to FIG. 1, FIG. 1 is an architecture schematic diagram of a skill control processing system 100 of a virtual scene provided by the embodiment of the present application. To implement the skill control processing application of a virtual scene, the terminal (exemplarily shown as terminal 400-1 and terminal 400-2) connects the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0077] The terminal 400-1 or the terminal 400-2 is configured to display a first skill control and a second skill control in a virtual scene on a human-computer interaction interface (exemplarily shown as human-computer interaction interface 410-1 and human-computer interaction interface 410-2); in response to a copy operation on the first skill control, the human-computer interaction interface (exemplarily shown as human-computer interaction interface 410-1 and human-computer interaction interface 410-2) displays a copy of the first skill control; and in response to a first combination operation on the copy of the first skill control and the second skill control, the second skill control is updated to a third skill control.

[0078] Taking a game scene as an example, a user A controls a first virtual object through the terminal 400-1, and a user B controls a second virtual object through the terminal 400-2. The terminal 400-1 is configured to update the second skill control to a third skill control in response to a first combination operation on the copy of the first skill control and the second skill control. In the case that a third skill released by the third skill control is a communication skill, the first virtual object releases the first skill and the second skill, and sends a message to the second virtual object in the terminal 400-2 through the server 200 and the network 300.

[0079] In some embodiments, the server 200 can be a standalone physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data and artificial intelligence platforms. The terminal and the server can be connected directly or indirectly through wired or wireless communication, which is not limited in the embodiments of the present application.

[0080] Referring to FIG. 2, FIG. 2 is a structural schematic diagram of the terminal 400 provided in the embodiments of the present application. The terminal 400 shown in FIG. 2 includes at least one processor 460, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between the components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the purpose of clear illustration, all kinds of buses are marked as the bus system 440 in FIG. 2.

[0081] The processor 460 can be an integrated circuit chip with signal processing capability, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor.

[0082] The user interface 430 includes one or more output devices 431 that enable presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432 that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0083] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. The memory 450 optionally includes one or more storage devices physically located in proximity to the processor 460.

[0084] The memory 450 includes volatile memory or nonvolatile memory, and can include both volatile and nonvolatile memory. The nonvolatile memory can be read only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0085] In some embodiments, the memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, which are exemplarily illustrated below.

[0086] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, and the like, for implementing various basic services and processing hardware-based tasks.

[0087] The network communication module 452 is used to communicate with other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including Bluetooth, wireless compatibility authentication (WiFi), and universal serial bus (USB), and the like.

[0088] The presentation module 453 is used to enable the presentation of information via one or more output devices 431 associated with the user interface 430 (e.g., a display screen, a speaker, and the like) (e.g., a user interface for operating peripheral devices and displaying content and information).

[0089] The input processing module 454 is used to detect and interpret one or more user inputs or interactions from one or more input devices 432.

[0090] In some embodiments, the device provided by the embodiments of the present application can be implemented in a software manner. FIG. 2 shows a virtual scene skill control processing device 455 stored in the memory 450, which can be software in the form of programs and plug-ins, including the following software modules: a first display module 4551, a second display module 4552, and a control update module 4553. These modules are logical, and thus can be combined or further split according to the implemented functions. The functions of each module will be described below.

[0091] In some embodiments, a terminal or a server can implement the skill control processing method of a virtual scene provided by the embodiments of the present application by running various computer-executable instructions or computer programs. For example, the computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. The computer programs can be native programs or software modules in an operating system; can be native applications (APPs), i.e., programs that need to be installed in an operating system to run, such as game APPs; or can be applets that can be embedded into any APP, i.e., programs that only need to be downloaded into a browser environment to run. In summary, the above computer-executable instructions can be any form of instructions, and the above computer programs can be any form of application programs, modules, or plug-ins.

[0092] The skill control processing method of a virtual scene provided by the embodiments of the present application will be described in conjunction with exemplary applications and implementations of a terminal provided by the embodiments of the present application.

[0093] Referring to FIG. 3A, FIG. 3A is a first flowchart of the skill control processing method of a virtual scene provided by the embodiments of the present application. Taking the case where the subject of execution is a terminal as an example, the steps shown in FIG. 3A will be described.

[0094] In step 101, a first skill control and a second skill control are displayed in a virtual scene.

[0095] In some embodiments, the form of the first skill control and the form of the second skill control can be the same or different. The skill corresponding to the first skill control is different from the skill corresponding to the second skill control. The number of the second skill control can be one or multiple.

[0096] For example, the first skill control is a square icon, and the second skill control can be a square icon or a circular icon. If the skill corresponding to the first skill control is “lock”, the skill corresponding to the second skill control can be “attack”.

[0097] In some embodiments, in the case where a setting interface with a specific transparency is displayed on the virtual scene, the first skill control and the second skill control displayed in the virtual scene are displayed through the setting interface with the specific transparency. In the case where there is no setting interface on the virtual scene, the first skill control and the second skill control are directly displayed in the virtual scene.

[0098] For example, the setting interface has a certain transparency, such as a certain transparency of 50%, that is, the setting interface can not only display its own options, but also display the part of the virtual scene that is not covered by the content in the setting interface. The setting interface is displayed on the upper layer of the virtual scene (that is, the setting interface covers the virtual scene), and the non-functional area (such as the background layer) of the setting interface does not block the first skill control and the second skill control. When the first skill control or the second skill control in the virtual scene changes the display effect due to state changes (such as entering the cooling, brightness change), the first skill control and the second skill control displayed through the setting interface synchronously present these changes, for example, the first skill control enters the cooling and the brightness becomes dark, and the first skill control after the brightness change can be displayed through the setting interface with a transparency of 50%.

[0099] In some embodiments, referring to FIG. 3B, which is a second flowchart of a method for processing skill controls in a virtual scene according to an embodiment of the present application, step 101 of FIG. 3A can be implemented by steps 1011 to 1012 of FIG. 3B, which are described in detail as follows.

[0100] In step 1011, at least one recommended control combination is displayed, wherein each recommended control combination includes any two controls to be combined.

[0101] In the above example of displaying the setting interface with a certain transparency on the virtual scene, at least one recommended control combination is displayed on the setting interface, or at least one recommended control combination displayed in the virtual scene is displayed through the setting interface with a certain transparency.

[0102] In the above example of not displaying the setting interface on the virtual scene, at least one recommended control combination is directly displayed in the virtual scene.

[0103] In some embodiments, the any two controls to be combined included in each recommended control combination can be controls that have been displayed or controls that are preset in the virtual scene but have not been displayed.

[0104] For example, the controls that are preset in the virtual scene but have not been displayed include any one of the following types: the player has not reached a certain level to display the control; the game progress of the player has not reached a progress requirement to display the control; the player has not previously set to display the control; the control does not match the current scene (for example, the control is displayed in a rainy scene, but the current scene is a sunny scene); the state of the player does not meet the display requirement (for example, the “revive” control is displayed when the life value of the player is 0, but the current life value of the player is greater than 0).

[0105] In some embodiments, referring to FIG. 3C, which is a third flowchart of a method for processing skill controls of a virtual scene according to an embodiment of the present application, steps 201-202 of FIG. 3C are performed before step 1011 "display at least one recommended control combination" of FIG. 3B. Details are provided below.

[0106] In step 201, second operation sequence data of the virtual scene is obtained, wherein the second operation sequence data records a plurality of skill controls triggered in sequence.

[0107] In some embodiments, the second operation sequence data includes a plurality of skill control combinations, and the plurality of skill controls in each skill control combination are triggered continuously within a preset time length.

[0108] For example, the preset time length is 5 seconds, and the second operation sequence data includes skill control combination 1, skill control combination 2, and skill control combination 3, wherein the plurality of skill controls in each skill control combination are triggered continuously within 5 seconds, skill control combination 1 includes the first skill control and the second skill control, skill control combination 2 includes the first skill control and the fourth skill control, and skill control combination 3 includes the second skill control and the fourth skill control.

[0109] In some embodiments, step 201 can be implemented by performing the following processing: obtaining second operation sequence data of a first virtual object in the virtual scene if the first virtual object has interaction data; and obtaining second operation sequence data of a specific object if the first virtual object has no interaction data, wherein the specific object includes at least one of the following: a virtual object in the virtual scene whose level is higher than a level threshold, a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to the same role as the first virtual object, and a virtual object in the virtual scene whose interaction time length is greater than a time length threshold.

[0110] The interaction data is obtained when the first virtual object interacts with other virtual objects in the virtual scene. In a case where the first virtual object in the virtual scene has interaction data, a plurality of triggered skill control combinations are obtained from the historical operation records of the first virtual object as the second operation sequence data of the first virtual object according to the historical operation records of the first virtual object. In a case where the first virtual object has no interaction data, that is, the first virtual object is in the virtual scene for the first time or has never interacted with other virtual objects, a plurality of triggered skill control combinations are obtained from the historical operation records of a specific object as the second operation sequence data of the first virtual object according to the historical operation records of the specific object, wherein the specific object has a level higher than a level threshold in the virtual scene, that is, an expert player, for example, the level threshold is 70, and the level of the specific object is higher than 70; the specific object belongs to the same camp as the first virtual object, for example, the virtual scene includes two camps, a red camp and a blue camp, if the first virtual object belongs to the red camp, the specific object also belongs to the red camp; the specific object has the same role as the first virtual object, for example, the virtual scene includes multiple roles, such as warriors, archers, mages, and assassins, if the role of the first virtual object is a mage, the role of the specific object is also a mage; and the specific object has an interaction time longer than a time threshold, for example, the time threshold is 10 hours, if any virtual object has an interaction time longer than 10 hours when interacting with other virtual objects. The virtual object is taken as the specific object.

[0111] In a case where the first virtual object has interaction data, the second operation sequence data of the first virtual object is directly obtained, so as to select a skill control combination suitable for the user according to the user habit; in a case where the first virtual object has no interaction data, the second operation sequence data of the specific object is obtained, the second operation sequence data is obtained through a virtual object having a level higher than a level threshold or a virtual object having an interaction time longer than a time threshold, which can improve the reference value of the recommended control combination, so that the recommended control combination is more in line with the interaction data of the virtual scene, and through the virtual object belonging to the same camp or the same role as the first virtual object, the recommended control combination is helpful to understand the behavior mode of the specific camp or role, and the interaction efficiency is improved.

[0112] In step 202, the skill control combination having a frequency higher than a frequency threshold in the second operation sequence data is taken as at least one recommended control combination.

[0113] In some embodiments, the frequency threshold can be determined by performing the following processes: determining the core function of the current virtual scene (for example, the core of a battle scene is efficient output and survival, and the core of an exploration scene is movement and interaction), and determining the type of skill control combination to be recommended in the scene (for example, the skill control combination of attack-type skill control and defense-type skill control needs to be recommended in a battle scene); separately counting the occurrence frequency of the skill control combination related to the core function for the second operation sequence data of the scene; selecting a corresponding number of combinations from high to low according to the number of skill control combinations required to be recommended in the scene (for example, 3 core combinations need to be recommended in a battle scene), and taking the frequency of the combination at the end of the ranking as the preliminary threshold (for example, in a battle scene, the skill control combination of attack-type skill control and defense-type skill control has a frequency from high to low of 25%, 20%, 15%, and 8%, and if 3 need to be recommended, the preliminary threshold is set to 15%); checking whether the combinations screened by the preliminary threshold completely cover the core function of the scene, and if there are non-core combinations, increasing the frequency threshold; if the number of core combinations is insufficient, reducing the frequency threshold, until the screening result completely adapts to the scene requirement, and determining the final frequency threshold.

[0114] Taking the example of step 201 described above, the frequency threshold is 1 / 5, and the second operation sequence data records 30 times of skill control combination, if the occurrence number of skill control combination 1 is 15, the occurrence frequency of skill control combination 1 is the ratio of the occurrence number of skill control combination 1 to the total number of skill control combinations recorded in the second operation sequence data, that is, 15 / 30 = 1 / 2, the occurrence number of skill control combination 2 is 10, the occurrence frequency of skill control combination 2 is the ratio of the occurrence number of skill control combination 2 to the total number of skill control combinations recorded in the second operation sequence data, that is, 10 / 30 = 1 / 3, and the occurrence number of skill control combination 3 is 5, the occurrence frequency of skill control combination 3 is the ratio of the occurrence number of skill control combination 3 to the total number of skill control combinations recorded in the second operation sequence data, that is, 5 / 30 = 1 / 6, wherein the occurrence frequency of skill control combination 1 and the occurrence frequency of skill control combination 2 are higher than the frequency threshold, and therefore, skill control combination 1 and skill control combination 2 are both taken as recommended control combinations.

[0115] The embodiments of the present application obtain different recommended control combinations through the second operation sequence data of different virtual objects for different situations, facilitate the user to quickly select a suitable skill control combination and apply it, can mine the operation habits of the user, obtain a recommended control combination matched with the use habits of the user, improve the accuracy and diversity of the recommendation of the skill control, and enhance the intelligence of the recommendation.

[0116] In some embodiments, referring to FIG. 3D, which is a fourth flowchart illustrating a method for processing a skill control of a virtual scene according to an embodiment of the present application, steps 301-304 of FIG. 3D are performed before step 1011 "displaying at least one recommended control combination" in the method.

[0117] In step 301, characteristic information of the virtual scene is obtained, wherein the characteristic information includes attributes of virtual objects included in the virtual scene and attributes of candidate skill control combinations.

[0118] In some embodiments, the attributes of the virtual objects included in the virtual scene include at least one of the following: defense ability, speed, health, attack power, recovery power, dodge rate, and intelligence of the virtual objects. The attributes of the candidate skill control combinations include at least one of the following: damage value, damage range, cooldown time, skill type, effect duration, resource consumption, critical hit rate, and hit rate.

[0119] For example, the role of a virtual object in the virtual scene is a warrior, and the attributes of the virtual object are: health (currently 600 points, full value 1000 points), attack power (150 points), and defense ability (6 points, full score 10 points). There are three candidate skill control combinations, which are candidate skill control combination A (attributes: damage value 250 points, skill type attack, cooldown time 10 seconds), candidate skill control combination B (attributes: damage value 180 points, skill type defense, effect duration 5 seconds), and candidate skill control combination C (attributes: damage value 120 points, skill type auxiliary, resource consumption 20 energy points).

[0120] In step 302, a pre-trained machine learning model is called based on the characteristic information to obtain selection probabilities of the candidate skill control combinations.

[0121] In some embodiments, the pre-trained machine learning model can be trained by performing the following processes: obtaining an initialized machine learning model and a training set, wherein the training set includes characteristic information samples of the virtual scene and real labels, the real labels represent real selection probabilities of the candidate skill control combinations, the real selection probabilities of the candidate skill control combinations can be determined according to selection habits of expert-level players in the virtual scene, for example, there are 20 candidate skill control combinations in the virtual scene, and the probability that a candidate skill control combination composed of skill control 1 and skill control 2 is selected by an expert-level player is 70%, so the real label is 70%; calling the initialized machine learning model based on the characteristic information samples to obtain prediction labels, the prediction labels represent predicted selection probabilities of the candidate skill control combinations; determining a loss value based on the real labels and the prediction labels, updating parameters of the initialized machine learning model based on the loss value to obtain the pre-trained machine learning model.

[0122] In constructing a pre-trained machine learning model for predicting the probability of candidate skill control combination selection in a virtual scene, the entire process revolves around three core links: data acquisition, model operation, and parameter optimization, aiming to accurately capture the selection preferences of expert players through continuous iteration.

[0123] First, obtaining the initialized machine learning model and the training set is the foundation of the entire process. The initialized machine learning model here can be understood as an algorithm framework that has not been trained and whose parameters are in the initial state. It has the basic structure to process input data and output prediction results, but its prediction ability is still very limited at this time. The construction of the training set requires detailed and comprehensive work, which contains feature information samples of the virtual scene and corresponding real labels. The feature information samples of the virtual scene cover various key data related to the scene, such as the difficulty level of the scene, the intensity of the current battle, the attribute state of the player-controlled character, the characteristics of the enemy character, etc. These information collectively constitute the environmental factors that affect the player's selection of skill control combinations.

[0124] The determination of real labels is closely related to the selection habits of expert players. In a virtual scene, there may be multiple candidate skill control combinations available for the player to choose from, assuming there are 20 such combinations. To obtain the real label, the selection behavior of expert players in the scene needs to be observed and counted. For example, when facing a certain scene, for the combination of skill control 1 and skill control 2, after analyzing the selection of numerous expert players, it is found that the probability of this combination being selected reaches 70%. This 70% will be taken as the real label corresponding to the feature information sample, which directly reflects the preference of expert players for this skill control combination in the scene.

[0125] Next, based on the feature information samples, the initialized machine learning model is called to obtain the predicted label. In this step, the feature information samples in the training set are input into the initialized model. The model will process and analyze these input feature information based on its initial parameters and internal algorithms, and finally output a predicted label. This predicted label represents the model's judgment of the probability of candidate skill control combination selection based on the current state. Since the model has not been trained yet, there may be a large gap between this predicted label and the real label, but it is the first output result in the model's learning process, providing a reference for subsequent optimization.

[0126] Then, based on the true label and the predicted label, the loss value is determined, and the model parameters are updated accordingly, which is a key step for the model to continuously improve its performance. The loss value is an indicator used to measure the difference between the model's predicted results and the actual situation. The larger the difference, the higher the loss value. After obtaining the predicted label, it is compared with the corresponding true label, and the loss value between the two is calculated through a specific loss function (such as mean square error loss function, etc.). This loss value is like a "compass" indicating the direction and magnitude of the model parameter adjustment.

[0127] Based on the calculated loss value, the initialized machine learning model parameters are updated using algorithms such as backpropagation. The essence of this update process is to adjust the model in the direction of reducing prediction error, so that the model can output more accurate predicted results closer to the true label when processing the same or similar feature information samples next time. By continuously inputting feature information samples in the training set into the model, calculating the loss value, and updating the parameters, the initialized machine learning model gradually learns the rules and patterns of expert-level players selecting skill control combinations in different virtual scenarios. When the difference between the model's predicted results and the true labels is reduced to an ideal range, and the loss value tends to be stable after multiple iterations, it is considered that the model has achieved good training results, and the pre-trained machine learning model is obtained, which can accurately predict the probability of each candidate skill control combination being selected in different virtual scenarios.

[0128] As an exemplary structure of the machine learning model, refer to FIG. 5, which is a first principle schematic diagram of training a machine learning model according to an embodiment of the present application. Based on the feature information sample, the initialized machine learning model's convolutional layer and fully connected layer can be called to obtain the predicted label. The difference between the true label and the predicted label is calculated as the loss value. The loss value is backpropagated to update the parameters of the initialized machine learning model. The process of calculating the loss value and updating the parameters multiple times is repeated until the loss value no longer increases or decreases, the iteration process is stopped, and the pre-trained machine learning model is formed.

[0129] For example, the initialized parameters represent the random assignment of the machine learning model, such as assigning all parameters of the machine learning model to 0 or 1. Backpropagation is achieved through a backpropagation algorithm, which calculates the gradient of each neuron from the output layer to the input layer and updates the weights and biases of the neurons according to the gradient. Gradient descent is used to continuously update the parameters to reduce the loss value. Gradient descent can use various gradient descent algorithms, such as batch gradient descent algorithm, stochastic gradient descent algorithm, adaptive gradient descent algorithm, and momentum gradient descent algorithm.

[0130] In step 303, the plurality of candidate skill control combinations are sorted in descending order according to the selection probability of the plurality of candidate skill control combinations from high to low, to obtain a sorting result.

[0131] For example, if the plurality of candidate skill control combinations include candidate skill control combination 1, candidate skill control combination 2 and candidate skill control combination 3, the selection probability of candidate skill control combination 1 is 70%, the selection probability of candidate skill control combination 2 is 55%, and the selection probability of candidate skill control combination 3 is 90%. According to the selection probability of the plurality of candidate skill control combinations from high to low, the plurality of candidate skill control combinations are sorted in descending order, and the sorting result is: candidate skill control combination 3, candidate skill control combination 1, and candidate skill control combination 2.

[0132] In step 304, at least one candidate skill control combination from the head of the sorting result is taken as at least one recommended control combination.

[0133] Continuing the example of step 303, a preset number of candidate skill control combinations from the head of the sorting result are taken as at least one recommended control combination. If the preset number is 2, the two candidate skill control combinations from the head of the sorting result are candidate skill control combination 3 and candidate skill control combination 1, which are taken as at least one recommended control combination.

[0134] The embodiments of the present application learn the experience of expert players in the same scene by training a machine learning model, helping players to make accurate choices in the current scene. By calling the pre-trained machine learning model through the feature information of the virtual scene, the recommended control combination is obtained, which improves the relevance of the recommended skill control combination to the virtual scene and enhances the accuracy of the skill control combination recommendation.

[0135] Continuing to refer to FIG. 3B, in step 1012, in response to a selection operation on the recommended control combination including the first skill control and the second skill control, the first skill control and the second skill control are highlighted in the virtual scene.

[0136] In some embodiments, highlighting the first skill control and the second skill control can be at least one of the following: highlighting, flashing, enlarging, displaying a light circle within a preset distance, thickening the edge, and a specific background.

[0137] Continuing the example of step 202, skill control combination 1 includes the first skill control and the second skill control, and the frequency of skill control combination 1 is higher than the frequency threshold, which is taken as a recommended control combination. In response to a selection operation on skill control combination 1, the first skill control and the second skill control are highlighted in the virtual scene.

[0138] The embodiment of the present application can directly select the suitable skill control from the recommended control combination by displaying the recommended control combination, reduce the operation trial and error cost, complete the selection of the control combination without switching the interface, simplify the operation process, and save the time consumption of switching the interface. In response to the selection operation on the recommended control combination including the first skill control and the second skill control, the first skill control and the second skill control are highlighted in the virtual scene, which can quickly guide the player to focus on the selected skill control, reduce the time consumption of finding the skill control in the complex virtual scene, avoid misoperation, and enhance the interaction continuity and scene adaptability.

[0139] With continuous reference to FIG. 3A, in step 102, in response to the copy operation on the first skill control, a copy of the first skill control is displayed.

[0140] In some embodiments, the display mode of the first skill control and the copy of the first skill control can be different or the same, and the different display modes include at least one of the edge of the control, the color of the control, the shape of the control, or the background of the control.

[0141] For example, the edge of the first skill control is displayed in the form of a solid line, and the edge of the copy of the first skill control is displayed in the form of a dashed line; or the first skill control and the copy of the first skill control use different background colors.

[0142] In some embodiments, with reference to FIG. 3E, which is a fifth flowchart of a skill control processing method of a virtual scene provided by the embodiment of the present application, step 102 of FIG. 3A can be implemented by steps 1021 to 1023 of FIG. 3E, which are specifically described as follows.

[0143] In step 1021, a setting interface with a specific transparency is displayed on the virtual scene.

[0144] In some embodiments, the virtual scene includes a setting interface entrance, and in response to a triggering operation on the setting interface entrance, the setting interface with the specific transparency is displayed on the virtual scene, so that the virtual scene and the first skill control and the second skill control therein are exposed through the setting interface.

[0145] For example, in response to a triggering operation on the setting interface entry, a setting interface with 60% transparency is displayed on top of the virtual scene, the display level of the setting interface is higher than the virtual scene, the first skill control and the second skill control, but the non-functional area (such as the background layer) of the setting interface does not block the display position of the skill control. The layout design of the setting interface avoids the display area of the first skill control and the second skill control (for example, the first skill control and the second skill control are located at the bottom, and the setting interface content is concentrated in the upper middle part), or the area of the setting interface corresponding to the skill control position is transparent and consistent with the whole, ensuring that the background elements (such as scene terrain and characters) of the virtual scene and the first skill control and the second skill control can be completely seen through the setting interface (that is, exposed through the transparent area of the setting interface).

[0146] In step 1022, in response to a triggering operation on the first skill control in the setting interface, the first skill control is highlighted, and the combination operation control is displayed.

[0147] In some embodiments, highlighting the first skill control and the second skill control can be at least one of the following: highlighting, flashing, magnifying, displaying a light circle within a preset distance, thickening the edge, and a specific background. If the first skill control is a skill control that can be combined with other skill controls, the combination operation control is in a selectable state; if the first skill control is a skill control that cannot be combined with other skill controls, the combination operation control is in an unselectable state, for example, the combination operation control is grayed out.

[0148] For example, the selectable state indicates that the combination operation control can be triggered, and the triggering operation includes but is not limited to any one of the following: single click, double click, swipe, and long press. In response to a single click operation on the first skill control in the setting interface, the first skill control is highlighted, and the combination operation control is displayed. If the first skill control is a skill control that can be combined with other skill controls, the combination operation control is in a selectable state, and the other skill control is any one of the multiple skill controls of the virtual scene except the first skill control.

[0149] In step 1023, in response to a triggering operation on the combination operation control, a copy of the first skill control is displayed.

[0150] In some embodiments, the form of the combination operation control can be a radio box. In response to a check operation on the radio box, a copy of the first skill control is displayed.

[0151] For example, the radio box is in an uncheck state by default, and in response to a check operation on the radio box, the radio box is placed in a check state, and the copy of the first skill control is displayed. In response to a trigger operation on the radio box in the check state, the radio box can be placed in the uncheck state, and the display of the copy of the first skill control is canceled.

[0152] In some embodiments, the first skill control can be quickly copied to obtain the copy of the first skill control through a preset copy operation, where the copy operation is applied to all skill controls in the virtual scene and is distinguished from other operations on any skill control. For example, the copy operation can be implemented through a shortcut key of a keyboard, such as a combination of CTRL+C and CTRL+V, or through a shortcut trigger operation that is distinguished from other global operations, such as double-clicking the first skill control, long-pressing the first skill control, and dragging in any direction to obtain the copy of the first skill control.

[0153] For example, in response to performing a preset copy operation on the first skill control, the copy operation is detected in real time (excluding interference of other operations), and the copy of the first skill control is displayed at an end position or a default position (such as a front position of the dragging direction) of the copy operation. The copy retains the core attributes (such as skill effect association) of the first skill control.

[0154] Embodiments of the present application determine whether the first skill control can be combined with other skill controls by combining the states of the operation controls, and display the copy of the first skill control through a trigger operation on the combination operation control, thereby realizing quick copying of the first skill control and improving the convenience and efficiency of skill control combination.

[0155] In some embodiments, referring to FIG. 3F, which is a sixth flowchart of a skill control processing method of a virtual scene according to an embodiment of the present application, steps 401 to 402 of FIG. 3F are performed when step 102 "displaying the copy of the first skill control" is performed, which is described in detail below.

[0156] In step 401, a skill control menu is displayed, where the skill control menu includes candidate skill controls that can be combined with the first skill control and are not displayed in the virtual scene.

[0157] In some embodiments, the virtual scene includes a plurality of skill controls, and part of the skill controls are displayed in the virtual scene, and part of the skill controls can not be displayed in the virtual scene.

[0158] For example, the displayed skill controls are generally the controls that are frequently used and essential in the current scene. For example, in a battle scene, the skill controls such as attack, defense, and treatment that directly affect the battle result are displayed in the fixed area at the bottom of the scene. In an exploration scene, the skill controls such as movement, interaction, and detection that adapt to the exploration behavior are preferentially displayed. The properties of these skill controls are often highly matched with the core target of the scene, such as the skill controls in the battle scene are mostly high-damage and short-cooling types. The non-displayed skill controls are mostly the skill controls that are low in frequency of use, non-core functions, or need to meet specific conditions to be called in the current scene. For example, in a battle scene, the skill controls such as teleport (only used to escape from the battle) and advanced synthesis (used after collecting materials) are not displayed. In an exploration scene, the battle skill controls such as group attack (not needed when there is no enemy) are not displayed. Although these skill controls are not displayed, they exist in the control pool of the virtual scene.

[0159] In step 402, in response to the third combination operation of the copy of the first skill control and any candidate skill control, a sixth skill control is displayed.

[0160] In some embodiments, the first skill control is used to release a first skill, and any candidate skill control is used to release a corresponding candidate skill. In response to a first trigger operation of the sixth skill control, the first virtual object in the virtual scene is controlled to release the candidate skill; in response to a second trigger operation of the sixth skill control, the first virtual object is controlled to release the first skill and the candidate skill; and in response to a third trigger operation of the sixth skill control, the first virtual object is controlled to release the first skill, the candidate skill, and the sixth skill, wherein the sixth skill has an association relationship with the first skill and the candidate skill, and the operation modes of the first trigger operation, the second trigger operation, and the third trigger operation are different.

[0161] For example, the first trigger operation can be single-click, single-swipe, or triggered by a first specific key of a keyboard, which can be set by the player. The first virtual object can be a character currently controlled by the player or a player character. The second trigger operation can be double-click, two-time swipe in the same direction, or triggered by a second specific key of the keyboard, which can be set by the player and is different from the first specific key. The first skill and the candidate skill can be released simultaneously or can be set to be released in a sequence with an interval. The third trigger operation can be triple-click, three-time swipe in the same direction, long press, or triggered by a third specific key of the keyboard, which can be set by the player and is different from the first specific key and the second specific key.

[0162] The embodiment of the present application can only display the controls that have been displayed in the virtual scene in the skill control menu, so as to facilitate the user to quickly view the current controls in the virtual scene without browsing the controls one by one in the virtual scene, thereby saving the viewing time, and can also display the controls that have not been displayed in the virtual scene, so that the first skill control can be combined with the candidate skill control that has not been displayed, so that the skill control that can be combined with the first skill control can be autonomously selected, and the diversity and comprehensiveness of the skill control combination are improved.

[0163] With continuous reference to FIG. 3A, in step 103, the second skill control is updated to a third skill control in response to the first combination operation on the copy of the first skill control and the second skill control.

[0164] In some embodiments, the second skill control can be updated to the third skill control at the position of the second skill control in response to the first combination operation on the copy of the first skill control and the second skill control, where the third skill control is obtained by combining the copy of the first skill control and the second skill control. The form of the third skill control can be splicing or superimposition of the patterns of the first skill control and the second skill control, or can be completely different from the patterns of the first skill control and the second skill control. The third skill control can also be displayed at any position of the virtual scene, and the position of the third skill control is not limited.

[0165] For example, the first combination operation includes at least one of the following: a long press operation on the copy of the first skill control, and dragging the copy of the first skill control in the long press state to the display position of the second skill control, and completing the first combination operation after canceling the long press; automatically activating the combination mode when the copy of the first skill control is displayed, and performing a click operation on the second skill control after a click operation on the copy of the first skill control, and the two click operations constitute the first combination operation; and presetting a specific shortcut key, such as simultaneously pressing “1” and “2”, which correspond to the shortcut keys of the copy of the first skill control and the second skill control respectively, to trigger the first combination operation.

[0166] The embodiment of the present application updates the second skill control to the third skill control at the position of the second skill control, so as to ensure that the layout of the controls in the virtual scene is not affected in the process of combining the skill controls, thereby adapting to the use habit of the user.

[0167] In some embodiments, with reference to FIG. 3G, which is a seventh flowchart of a method for processing skill controls of a virtual scene according to an embodiment of the present application, step 103 of FIG. 3A can be implemented through steps 1031 to 1032 of FIG. 3G, which are specifically described as follows.

[0168] In step 1031, a preview control is displayed, wherein the preview control is used to display the combination effect of the first skill control and the second skill control.

[0169] In some embodiments, at least one of the following can be displayed in the preview control: the pattern of the combined third skill control, and the skill release preview after triggering the third skill control.

[0170] Examples of displaying the effect after triggering the third skill control in a static or dynamic form: static preview can display the final state after skill release, such as a static image of a mixed shield of fire and ice formed around the character after triggering the "fire and ice shield"; dynamic preview can play a short animation, such as a segment of a purple explosion animation appearing in the virtual scene after triggering "fire and ice explosion", playing for 1-2 seconds in a loop. The skill release preview needs to match the environment of the virtual scene, such as in a forest scene, the preview animation of "fire and ice explosion" will show the effect on trees and ground, allowing the user to perceive the actual effect of the skill in the current scene.

[0171] In step 1032, in response to a confirmation operation for the combination effect, the second skill control is updated to the third skill control.

[0172] In some embodiments, the preview control includes a confirmation button, and in response to a triggering operation for any combination effect and in response to a triggering operation for the confirmation button, the second skill control is updated to the third skill control.

[0173] Examples of the state of the confirmation button being associated with the combination effect, when the preview control displays one combination effect, the confirmation button corresponds to the combination effect; if there are multiple combination effects, such as different third skill controls generated by the same copy and the second skill control, the preview control can display different combination effects by switching (such as left and right sliding), and the confirmation button is synchronously associated with the currently displayed combination effect.

[0174] The embodiments of the present application display the combination effect of the first skill control and the second skill control through the preview control, so as to facilitate the selection and application of the combination effect, and increase the selectability and diversity of the combination effect of the skill control.

[0175] In some embodiments, the copy of the first skill control can be obtained directly in the virtual scene through a shortcut key, and the third skill control is obtained by combining the copy of the first skill control with the second skill control; or a setting interface with a specific transparency can be displayed on the virtual scene, and the copy of the first skill control is obtained through a combination operation control in the setting interface, and the third skill control is obtained by combining the copy of the first skill control with the second skill control.

[0176] The embodiment of the present application can display the setting interface with a specific transparency on the virtual scene, and complete the combination process of the skill control in the setting interface. When the control combination is performed, the interaction in the virtual scene can be seen through the setting interface with a specific transparency. When the interaction operation is needed, the virtual scene can be quickly returned to perform the interaction, so as to ensure the fluency and timeliness of the interaction.

[0177] In some embodiments, the step 103 of updating the second skill control to the third skill control can be implemented by performing any one of the following processes: updating the second skill control to the third skill control in response to a moving operation of moving the copy of the first skill control to a position with a first preset distance from the second skill control; updating the second skill control to the third skill control in response to a moving operation of moving the second skill control to a position with a second preset distance from the copy of the first skill control; and updating the second skill control to the third skill control in response to an operation of pinching the copy of the first skill control and the second skill control to overlap or abut.

[0178] As an example of the steps 101 to 103, the combination process of the skill control is displayed in the setting interface of the virtual scene. Referring to FIG. 4A, which is a first schematic diagram of skill control fusion provided by the embodiment of the present application. In the left diagram of FIG. 4A, the virtual scene includes a virtual object 523 and a virtual object 524. A setting interface 501 with a specific transparency is displayed on the virtual scene. At least one recommended control combination is displayed in the setting interface 501, such as a recommended control combination 502, a recommended control combination 503, and a recommended control combination 504. Each recommended control combination includes any two controls to be combined. In response to a selection operation for the recommended control combination 502 including a first skill control and a second skill control, the first skill control 505 and the second skill control 506 are highlighted in the middle diagram of FIG. 4A. The setting interface 501 with a specific transparency is displayed on the virtual scene. In response to a trigger operation for the first skill control 505, the first skill control 505 is highlighted, and a combination operation control 507 is displayed in the setting interface 501. In response to a trigger operation for the combination operation control 507, a copy 508 of the first skill control is displayed. A preview control 509 is displayed, which is used to display the combination effect of the first skill control 505 and the second skill control 506. In response to a trigger operation for a confirmation button 510 in the preview control 509, the second skill control 506 is updated to a third skill control 511 in the right diagram of FIG. 4A.

[0179] As an example of steps 101 to 103, the combination process of the skill control is displayed in the virtual scene without setting an interface, as shown in FIG. 4B, which is a second schematic diagram of skill control fusion provided by an embodiment of the present application. In the left diagram of FIG. 4B, the virtual scene 525 includes a virtual object 523 and a virtual object 524, and at least one recommended control combination is displayed in the virtual scene 525, for example, a recommended control combination 502, a recommended control combination 503, and a recommended control combination 504, wherein each recommended control combination includes any two controls to be combined. In response to a selection operation on the recommended control combination 502 including a first skill control and a second skill control, the first skill control 505 and the second skill control 506 are highlighted in the virtual scene 525 in the middle diagram of FIG. 4B. In response to a trigger operation on the first skill control 505, the first skill control 505 is highlighted. In response to a copy operation on the first skill control 505, for example, sliding the first skill control 505 upwards, or quickly clicking the first skill control 505, or clicking a pre-set global copy shortcut key, a copy 508 of the first skill control is displayed, and a preview control 509 is displayed, wherein the preview control 509 is used to display the combination effect of the first skill control 505 and the second skill control 506. In response to a trigger operation on a confirmation button 510 in the preview control 509, the second skill control 506 is updated to a third skill control 511 in the virtual scene 525 in the right diagram of FIG. 4B.

[0180] As an example of steps 401 to 402 when step 102 is performed, see FIG. 4C, which is a third schematic diagram of skill control fusion provided by an embodiment of the present application. In the left diagram of FIG. 4C, at least one recommended control combination is displayed, for example, a recommended control combination 502, a recommended control combination 503, and a recommended control combination 504, wherein each recommended control combination includes any two controls to be combined. In response to a selection operation on the recommended control combination 502 including a first skill control and a second skill control, the first skill control 505 and the second skill control 506 are highlighted in the middle diagram of FIG. 4C, and a setting interface 501 with a specific transparency is displayed above the virtual scene. In response to a trigger operation on the first skill control 505, the first skill control 505 is highlighted, and a combination operation control 507 is displayed. In response to a trigger operation on the combination operation control 507, a copy 508 of the first skill control is displayed, and a skill control menu 512 is displayed, wherein the skill control menu 512 includes candidate skill controls that can be combined with the first skill control and are not displayed in the virtual scene, for example, a candidate skill control 513, a candidate skill control 514, and a candidate skill control 515. In response to a third combination operation on the copy 508 of the first skill control and the candidate skill control 514, a sixth skill control 516 is displayed in the right diagram of FIG. 4C.

[0181] In some embodiments, before step 103 is performed, the following process can also be performed: in the case where there is a second skill control that can be combined with the first skill control, applying the first display parameter to the second skill control that can be combined with the first skill control.

[0182] For example, the first display parameter includes but is not limited to at least one of the following: color parameter, light and shadow parameter, size parameter, identification parameter (adding a specific identification in the corner of the second skill control, directly marking its combinable attribute).

[0183] In some embodiments, in the setting interface of the virtual scene, the second skill control that can be combined with the first skill control is highlighted, for example, highlighted, flickered, appeared with a light circle or enlarged.

[0184] In some embodiments, referring to FIG. 3H, which is an eighth flowchart of the skill control processing method of the virtual scene provided by the embodiments of the present application. Before the above-mentioned “applying the first display parameter to the second skill control that can be combined with the first skill control”, steps 501 to 503 of FIG. 3H are performed, which are described in detail as follows.

[0185] In step 501, a skill list is obtained, wherein the skill list includes the second skill control that can be combined with the first skill control.

[0186] In some embodiments, the second skill control that can be combined with the first skill control included in the skill list can be set by the server according to the attribute of the first skill control and the attribute of the second skill control, for example, the second skill control that can be combined with the first skill control or does not constitute an attribute conflict with the attribute of the first skill control is written into the skill list, or can be set by the player according to the attribute of the first skill control and the attribute of the second skill control, for example, the second skill control that can be used in cooperation with the first skill control or forms a gain effect on the attribute of the first skill control is written into the skill list by the player.

[0187] For example, the server filters the second skill control that can be combined according to the attribute of the first skill control and the attribute of the second skill control, and generates a skill list. The server extracts the attribute of the first skill control, such as the attribute of the fireball skill, which is fire damage and medium cooling time. Then, the attribute of all second skill controls is extracted, such as the defense of the ice shield and the range gain of the wind aid. According to the preset rule, the second skill control with the adapted attribute is written into the skill list. For example, the second skill control that can cooperate with the fireball skill (such as the wind aid that can increase the damage range of the fireball skill) or has no attribute conflict (such as the ice attribute of the ice shield and the fire attribute of the fireball skill, although they are different, but there is no negative effect after combination) is written into the skill list. The player can manually add the second skill control to the skill list according to the use habit and tactical demand. The player first understands the attribute of the first skill control, such as the fire damage attribute of the fireball skill. Then, the second skill control that can be used with the first skill control is selected according to the attribute of the second skill control, such as the healing skill that can restore blood after the fireball skill is released, or the power amplification that can increase the damage of the fireball skill. These second skill controls are manually added to the skill list. At the same time, the player can also manage the skill list, such as deleting the second skill control that is no longer applicable, or adjusting the order of the second skill control in the skill list.

[0188] The embodiment of the present application can ensure the balance of the virtual scene by setting the skill list through the server. All players can only select the second skill control combined with the first skill control from the fixed second skill control in the skill list, so as to ensure that the gain brought by the skill combination is controllable. The player can design the control combination individually by setting the skill list, so as to meet the use habit and preference of the player.

[0189] In step 502, if the virtual scene includes the second skill control in the skill list, it is determined that the first display parameter is applied to the second skill control.

[0190] In some embodiments, if the virtual scene includes the second skill control that can be combined with the first skill control, the second skill control is highlighted. The highlighting manner includes at least one of the following: highlighting, flashing, enlarging, displaying a light circle within a preset distance, thickening the edge, and a specific background.

[0191] For example, taking the light circle as an example of the highlighting manner, if the virtual scene includes the second skill control that can be combined with the first skill control, the center of the light circle is the center of gravity of the second skill control, and the preset fixed distance is the radius, for example, the radius is 1.5 times the diameter of the icon corresponding to the second skill control. The light circle is displayed around the second skill control.

[0192] In step 503, if the virtual scene does not include the second skill control in the skill list, it is determined that the second display parameter is applied to the second skill control.

[0193] In some embodiments, if the virtual scene does not include the second skill control that can be combined with the first skill control, that is, there is no skill control in the virtual scene that can be combined with the first skill control, the second skill control is processed silently, that is, the default state of the second virtual control is maintained, and no highlighting is performed.

[0194] For example, when the second skill control does not appear in the virtual scene due to being unlocked (such as insufficient level), scene restriction (such as not displaying a battle control in an exploration scene), and low display priority (such as being blocked by other interfaces), the second display parameter is applied. For example, the "group treatment" control in the skill list is not displayed in a single-player battle scene, and the second skill control applies the second display parameter and is not highlighted in the skill list or the virtual scene.

[0195] In some embodiments, before step 103 is performed, the following processing can also be performed: in the case where none of the second skill controls can be combined with the first skill control, the second display parameter is applied to the second skill control, wherein the first display parameter is different from the second display parameter.

[0196] For example, the prominence of the first display parameter is greater than the prominence of the second display parameter. The second skill control that cannot be combined with the first skill control is displayed silently. If the second skill control can be combined with the first skill control after meeting a specific condition, the second skill control is updated from applying the second display parameter to applying the first display parameter, wherein the specific condition includes any one of the following: the player unlocks the second skill after reaching a specific level, and the current scene matches the second skill control.

[0197] The embodiments of the present application use different display parameters for different types of second skill controls, so that the second skill control that can be combined with the first skill control can be quickly identified, and the convenience and efficiency of skill control combination are improved.

[0198] In some embodiments, in response to a trigger operation on any one of the second skill controls displayed based on the first display parameter, any one of the second skill controls is taken as the second skill control for combination with the first skill control, and step 103 is entered, that is, "in response to a first combination operation of the copy of the first skill control and the second skill control, the second skill control is updated to a third skill control".

[0199] For example, the use frequency of each second skill control displayed based on the first display parameter is queried from the historical operation record, the second skill controls displayed based on the first display parameter are sorted in descending order according to the use frequency, a descending order sorting result is obtained, and the first second skill control in the descending order sorting result is used as the second skill control combined with the first skill control.

[0200] In some embodiments, the number of second skill controls displayed based on the first display parameter can be one or multiple. When the number of second skill controls displayed based on the first display parameter is one, the second skill control is used as the second skill control combined with the first skill control. When the number of second skill controls displayed based on the first display parameter is multiple, any one of the second skill controls is used as the second skill control combined with the first skill control.

[0201] For example, when the number of second skill controls displayed based on the first display parameter is multiple, in response to a trigger operation on any one of the second skill controls displayed based on the first display parameter, the triggered second skill control is used as the second skill control combined with the first skill control, and the other second skill controls are displayed based on the first display parameter and are in a state of being unable to be triggered. In response to a switching operation on the second skill control, the switched second skill control is used as the second skill control combined with the first skill control, and the unswitched second skill control is in the state of being unable to be triggered.

[0202] In some embodiments, the setting interface includes a setting control, and the setting control is used to set the attribute value of the third skill control. Referring to FIG. 3I, FIG. 3I is a ninth flowchart of a method for processing skill controls of a virtual scene according to an embodiment of the present application. After step 103, “updating the second skill control to the third skill control”, steps 104 and 105 of FIG. 3I are executed, which are described below.

[0203] In step 104, in response to a trigger operation on the setting control, an attribute setting interface is displayed, where the attribute setting interface includes multiple attribute values of the third skill control.

[0204] For example, the multiple attribute values of the third skill control include at least one of the following: a damage value, a skill release range, a skill release duration, a defense force, a control size, a control shape, a control position, a control color, and a control background.

[0205] In step 105, in response to a setting operation on any one of the attribute values, the attribute value is updated.

[0206] As an example of step 104, if any one of the attribute values is the control shape, in response to a setting operation for the control shape, for example, setting the control shape of the third skill control to a square, the control shape in the attribute values of the third skill control is updated to a square.

[0207] As an example of steps 104 to 105, referring to FIG. 4D, which is a schematic diagram of control attribute setting provided by an embodiment of the present application. In the left diagram of FIG. 4D, the setting interface 501 includes a setting control 517, in response to a triggering operation for the setting control 517, the attribute setting interface 518 is displayed in the middle diagram of FIG. 4D, wherein the attribute setting interface 518 includes multiple attribute values of the third skill control, for example, the control size, the control shape, the control position and the control color, in response to a setting operation for the control shape 519, for example, setting the control shape to a square, the attribute value of the control shape is updated, referring to the right diagram of FIG. 4D, the shape of the third skill control 511 is also updated to a square.

[0208] In some embodiments, the first skill control is used to release the first skill, and the second skill control is used to release the second skill. Referring to FIG. 3J, which is a tenth flowchart of the skill control processing method of the virtual scene provided by an embodiment of the present application. After step 103, “updating the second skill control to the third skill control”, steps 106 to 108 of FIG. 3J are performed, which are explained in detail as follows.

[0209] In step 106, in response to a first triggering operation for the third skill control, the first virtual object in the virtual scene is controlled to release the second skill.

[0210] For example, the first triggering operation can be a single click, a single swipe or triggering by a first specific key of the keyboard, which can be set by the player. The first virtual object can be the current player-controlled character or the player character.

[0211] In step 107, in response to a second triggering operation for the third skill control, the first virtual object is controlled to release the first skill and the second skill.

[0212] For example, the second triggering operation can be a double click, a two-time swipe in the same direction or triggering by a second specific key of the keyboard, which can be set by the player and is different from the first specific key. The first skill and the second skill can be released simultaneously or can be set to be released in a sequence with an interval.

[0213] In step 108, in response to a third trigger operation for the third skill control, the first virtual object is controlled to release the first skill, the second skill and the third skill, wherein the third skill has a correlation with the first skill and the second skill, and the first trigger operation, the second trigger operation and the third trigger operation are different in operation mode.

[0214] For example, the third trigger operation can be three taps, three times of sliding in the same direction, long pressing or triggering by a third specific key of a keyboard, the third specific key can be set by the player, and the third specific key is different from the first specific key and the second specific key.

[0215] According to the embodiments of the present application, different skills of the first virtual object are released by different trigger operations for the third skill control, so that the first virtual object can select a suitable trigger operation according to different scenes or environments, and the operability and selectivity of the operation are improved.

[0216] In some embodiments, the step 108 of controlling the first virtual object to release the first skill, the second skill and the third skill can be implemented by performing the following processing: in a case where the third skill is used to enhance the attribute of the first skill and the attribute of the second skill, the first virtual object is controlled to release the enhanced first skill and the enhanced second skill.

[0217] For example, the enhanced first skill and the enhanced second skill can be released simultaneously or in a preset order. The enhanced first skill and the enhanced second skill can be to enlarge the damage value, defense, healing power or critical hit rate of the first skill and the second skill, or to increase the influence range or duration of the first skill and the second skill. The enhancement degree or amplitude can be fixed, can be positively correlated with the attribute of the first virtual object or the number of virtual resources possessed by the first virtual object, wherein the attribute of the first virtual object includes the level or health value of the first virtual object, and can be correlated with the level, attribute and cooling time of the skill, wherein the attribute of the skill includes the attack type or defense type.

[0218] For example, the higher the level, health value or number of virtual resources possessed by the first virtual object, the stronger the enhancement degree of the first skill and the second skill. The higher the skill level of the first skill or the second skill, the more compatible the skill attributes, or the shorter the cooling time, the stronger the enhancement degree of the first skill and the second skill.

[0219] For example, if the damage value of the first skill of the first virtual object is 100 and the damage value of the second skill is 200, the damage value of the enhanced first skill is 150 and the damage value of the enhanced second skill is 250.

[0220] In some embodiments, the step 108 of "controlling the first virtual object to release the first skill, the second skill and the third skill" can be implemented by performing the following process: in the case that the third skill is a communication skill, controlling the first virtual object to release the first skill and the second skill, and sending a message to the second virtual object, wherein the message is used to request the second virtual object to release a skill to a release target of the first skill and the second skill.

[0221] For example, the first skill and the second skill can be released simultaneously or in a preset order. The message is sent to the second virtual object at the same time when the first virtual object releases the first skill and the second skill, or the message is sent to the second virtual object after a preset time when the first virtual object releases the first skill and the second skill. The release target can be another player character or a non-player character (NPC).

[0222] For example, the first skill is a lock and the second skill is an attack, and after the lock and the attack are released to the player character A simultaneously, a message "attack the player character A with me" is sent to the virtual object in the same camp as the first virtual object.

[0223] The embodiments of the present application enhance the interactivity between different player characters in the case that the third skill is a communication skill. The communication skill enables different virtual objects to intelligently cooperate in battle, and improves the efficiency of team cooperation.

[0224] In some embodiments, the step 108 of "controlling the first virtual object to release the first skill, the second skill and the third skill" can be implemented by performing the following process: in the case that the third skill is used to cooperate with the first skill and the second skill, controlling the first virtual object to release the first skill, the second skill and the third skill according to a specific order when the third skill cooperates with the first skill and the second skill.

[0225] For example, the specific order can be the first skill, the second skill, the third skill; the first skill, the third skill, the second skill; the second skill, the first skill, the third skill; the second skill, the third skill, the first skill; the third skill, the first skill, the second skill; the third skill, the second skill, the first skill.

[0226] In some embodiments, the step 108 of "controlling the first virtual object to release the first skill, the second skill and the third skill" can be implemented by performing the following process: controlling the first virtual object to release the first skill, and releasing the second skill and the third skill at a delay time after the first skill is released.

[0227] For example, the first virtual object is controlled to release the first skill, the delay time is 5 seconds, and the second skill and the third skill are released simultaneously at the fifth second after the first skill is released.

[0228] In some embodiments, referring to FIG. 3K, which is a 11th flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the present application, steps 601-603 of FIG. 3K are performed before step 108. Details are as follows.

[0229] In step 601, first operation sequence data of the virtual scene is acquired.

[0230] In some embodiments, the first operation sequence data of the virtual scene includes skill data released when any virtual object in the virtual scene interacts with other virtual objects.

[0231] For example, the virtual object A has interacted with the virtual object B and the virtual object C respectively, and the virtual object B has interacted with the virtual object D. When the virtual object A interacts with the virtual object B, the virtual object A releases the first skill, the second skill and the jump skill. When the virtual object A interacts with the virtual object C, the virtual object A releases the first skill, the second skill, the jump skill and the lock skill. When the virtual object B interacts with the virtual object D, the virtual object B releases the first skill, the second skill, the jump skill and the attack skill.

[0232] In step 602, multiple data segments including the first skill and the second skill in the first operation sequence data are determined.

[0233] In some embodiments, the skill released when each virtual object interacts with any other virtual object is a data segment.

[0234] Continuing the example of step 601, there are three data segments in total, which are data segment 1: the first skill, the second skill and the jump skill, data segment 2: the first skill, the second skill, the jump skill and the lock skill, and data segment 3: the first skill, the second skill, the jump skill and the attack skill. The data segment 1, the data segment 2 and the data segment 3 all include the first skill and the second skill.

[0235] In step 603, the skill with a frequency exceeding a frequency threshold in the multiple data segments is taken as the third skill.

[0236] In some embodiments, the skill other than the first skill and the second skill in the multiple data segments and with a frequency exceeding the frequency threshold is taken as the third skill. The ratio of the number of occurrences of any skill to the total number of occurrences of all skills is taken as the frequency of the occurrence of any skill.

[0237] In the example of step 602, the first skill appears 3 times, the second skill appears 3 times, the jump skill appears 3 times, the lock skill appears 1 time, the attack skill appears 1 time, and the total number of appearances of all skills is 11 times. In addition to the first skill and the second skill, the skills include the jump skill, the lock skill, and the attack skill. If the frequency threshold is 1 / 5, the frequency of appearance of the jump skill is 3 / 11, the frequency of appearance of the lock skill is 1 / 11, and the frequency of appearance of the attack skill is 1 / 11. Since the frequency of appearance of the jump skill exceeds the frequency threshold, the jump skill is taken as the third skill.

[0238] In some embodiments, the first skill and the second skill are input into the trained machine learning model, and an output is obtained. The output is a selection probability of a skill combination formed by the first skill, the second skill, and the candidate skill. The candidate skills are sorted in descending order according to the selection probability from high to low. The first candidate skill is selected as the third skill from the descending order sorting result.

[0239] In some embodiments, the machine learning model is trained by performing the following processing: obtaining an initialized machine learning model and a training sample. The training sample includes operation sequence data samples and true selection probabilities. The true selection probabilities represent the true selection probabilities of a skill combination formed by the first skill, the second skill, and the candidate skill in the operation sequence data samples. The initialized machine learning model is called based on the operation sequence data samples to obtain a predicted selection probability. The predicted selection probability represents the predicted selection probability of the skill combination formed by the first skill, the second skill, and the candidate skill in the operation sequence data samples. The selection probability loss value is determined based on the true selection probability and the predicted selection probability. The parameters of the initialized machine learning model are updated based on the selection probability loss value to obtain the trained machine learning model.

[0240] For example, referring to FIG. 6, FIG. 6 is a second principle schematic diagram of training a machine learning model according to an embodiment of the present application. The convolutional layer and the fully connected layer of the initialized machine learning model can be called based on the operation sequence data samples to obtain a predicted selection probability. The difference between the true selection probability and the predicted selection probability is calculated as a selection probability loss value. The selection probability loss value is back propagated to update the parameters of the initialized machine learning model. The process of repeatedly calculating the loss value and updating the parameters is performed until the selection probability loss value no longer increases or decreases, and the iteration process is stopped. The trained machine learning model is formed.

[0241] For example, the initialization randomly assigns values to the parameters of the machine learning model, such as assigning all parameters of the machine learning model to 0 or assigning all parameters of the machine learning model to 1. Back propagation is achieved by a back propagation algorithm, which calculates the gradient of each neuron from the output layer to the input layer, and updates the weights and biases of the neurons according to the gradient, and continuously updates the parameters in the manner of gradient descent to reduce the loss value. Gradient descent can use various gradient descent algorithms, such as batch gradient descent algorithm, stochastic gradient descent algorithm, adaptive gradient descent algorithm, and momentum gradient descent algorithm.

[0242] The embodiment of the present application obtains the candidate skill with the highest frequency of use in combination with the first skill and the second skill from the operation sequence data as the third skill, and mines the third skill with high matching degree with the first skill and the second skill from the operation sequence data reflecting the user's operation habits for recommendation, so that the recommended third skill is more in line with the user's use habits. The selection probability of the skill is obtained through the machine learning model, and the efficiency and convenience of obtaining the third skill are also improved.

[0243] In some embodiments, referring to FIG. 3L, which is a twelfth flowchart of a skill control processing method of a virtual scene provided by an embodiment of the present application, steps 109 to 110 of FIG. 3L are performed after step 103, which are described in detail below.

[0244] In step 109, in response to a copy operation on the fourth skill control in the virtual scene, a copy of the fourth skill control is displayed.

[0245] In some embodiments, the fourth skill control and the copy of the fourth skill control can be displayed in different ways, for example, the edges of the fourth skill control are displayed in solid lines, and the edges of the copy of the fourth skill control are displayed in dashed lines; or the fourth skill control and the copy of the fourth skill control use different background colors.

[0246] For example, the copy of the fourth skill control can add a special identifier, and the fourth skill control has no identifier. For example, the fourth skill control "treatment" (pink cross icon) has no additional identifier, and the copy of the fourth skill control has a white "copy" icon in the upper right corner, which is distinguished from the fourth skill control.

[0247] In step 110, in response to a second combination operation on the copy of the fourth skill control and the third skill control, the third skill control is updated to a fifth skill control.

[0248] In some embodiments, in response to the second combination operation on the copy of the fourth skill control and the third skill control, the third skill control is updated to a fifth skill control at the position of the third skill control, where the fifth skill control is combined by the copy of the fourth skill control and the third skill control. The form of the fifth skill control can be a splicing or superimposition of the fourth skill control and the pattern of the third skill control, or can be completely different from the pattern of the fourth skill control and the third skill control.

[0249] As an example of steps 109 to 110, refer to FIG. 4E, which is a schematic diagram of skill control superimposition combination provided by an embodiment of the present application. In the left diagram of FIG. 4E, in response to the copy operation on the fourth skill control 520, for example, in response to the trigger operation on the combination operation control 507, the copy 521 of the fourth skill control 520 is displayed in the middle diagram of FIG. 4E. In response to the second combination operation on the copy 521 of the fourth skill control 520 and the third skill control 511, the third skill control 511 is updated to a fifth skill control 522 in the right diagram of FIG. 4E.

[0250] In some embodiments, the third skill control is used to release the first skill, the second skill and the third skill, and the fourth skill control is used to release the fourth skill. After step 110 “updating the third skill control to the fifth skill control” is executed, the following processing can also be executed: in response to a fourth trigger operation on the fifth skill control, controlling the first virtual object to release the first skill, the second skill, the third skill, the fourth skill and a fifth skill, where the fifth skill has an association relationship with the first skill, the second skill, the third skill and the fourth skill, and the operation modes of the first trigger operation, the second trigger operation, the third trigger operation and the fourth trigger operation are different.

[0251] In some embodiments, the third trigger operation can be four taps, four times of sliding in the same direction, or triggering through a fourth specific key of the keyboard, the fourth specific key can be set by the player, and the fourth specific key is different from the first specific key, the second specific key and the third specific key. The association relationship that the fifth skill has with the first skill, the second skill, the third skill and the fourth skill can be any of the following:

[0252] In a case where the third skill control is used to enhance the attributes of the first skill and the attributes of the second skill, the fifth skill can be used to enhance the attributes of the fourth skill and to secondarily enhance the attributes of the first skill and the attributes of the second skill; in a case where the third skill is used to cooperate with the first skill and the second skill, the fifth skill can be used to cooperate with the first skill, the second skill, the third skill, and the fourth skill in a specific order, for example, the specific order can be: the first skill, the second skill, the third skill, the fourth skill, and the fifth skill; in a case where the third skill is a communication skill, in response to the fourth trigger operation on the fifth skill control, the first virtual object is controlled to release the first skill and the second skill, send a message to the second virtual object, and release the fourth skill and the fifth skill with a time delay or at the same time.

[0253] The third skill control obtained through the combination operation is further subjected to the combination operation in the embodiment of the application, so that the skill control can use more skills in a stacked manner, so as to facilitate rapid use of the skills possessed by the multiple skill controls in a collocation manner, and generate a new skill after the combination, thereby increasing the number of skills and improving the diversity of the skills. When a new skill key or a new fusion skill needs to be added, only the corresponding data configuration and logic need to be added, without the need to reconstruct the entire skill system.

[0254] In some embodiments, referring to FIG. 3M, which is a thirteenth flowchart of a method for processing a skill control of a virtual scene according to an embodiment of the application, after step 103, steps 111 and 112 of FIG. 3M are performed, which are specifically described as follows.

[0255] In step 111, in response to an undo combination operation on the third skill control, the third skill control is replaced by the second skill control, and the copy of the first skill control is displayed.

[0256] In some embodiments, the setting interface includes an undo control, and in response to a trigger operation on the undo control, the trigger operation on the undo control is taken as an undo combination operation on the third skill control, the third skill control is replaced by the second skill control, and the copy of the first skill control is displayed.

[0257] For example, in a case where the third skill control is displayed, the undo control is placed in a triggerable state (for example, the color of the undo control is bright). In a case where the third skill control is not displayed, the undo control can be hidden or placed in a disabled state (for example, the color of the undo control is gray).

[0258] In step 112, in response to no combination operation on the copy of the first skill control being received within a preset time length, the copy of the first skill control is canceled.

[0259] For example, the preset time length is 5 seconds, and if the combination operation for the copy of the first skill control is not received within 5 seconds after the undo combination operation for the third skill control is completed, the copy of the first skill control is canceled.

[0260] As an example of steps 111 to 112, refer to FIG. 4F, which is a schematic diagram of undo combination provided by an embodiment of the present application. In the left diagram of FIG. 4F, the setting interface 501 includes the undo control 523, and in response to the undo combination operation for the third skill control 511, for example, in response to the triggering operation for the undo control 523, the third skill control 511 is replaced by the second skill control 503, and the copy 508 of the first skill control 505 is displayed. In the middle diagram of FIG. 4F, in response to the fact that the combination operation for the copy 508 of the first skill control 505 is not received within the preset time length, the copy 508 of the first skill control 505 is canceled in the right diagram of FIG. 4F.

[0261] Embodiments of the present application restore the skill control to the state before combination by performing the undo operation on the skill control that has been combined, so as to facilitate the player to combine the skill control in other combination manners, thereby improving the diversity of skill control combination and improving the convenience of combination rollback.

[0262] In the following, exemplary application of embodiments of the present application in a game scenario will be described.

[0263] In related technologies, when the skill control in the virtual scene is combined, it is often necessary to enter the setting interface to set the combination of the control before entering the virtual scene to interact, or switch from the virtual scene to the setting interface to combine the control during the interaction in the virtual scene. This way needs to be out of the interaction process in the virtual scene, and the efficiency is relatively low, the combination process is cumbersome, and it is difficult to implement during the interaction process.

[0264] Embodiments of the present application combine the copy of the first skill control with the second skill control in the virtual scene, and update the second skill control to the third skill control, thereby completing the combination of the skill control in the virtual scene. On the one hand, it can ensure that the combination of the skill control is still continued to focus on the interaction in the virtual scene, thereby facilitating the user to make a decision to interact at the appropriate time. On the other hand, compared with the scheme in related technologies that needs to be out of the interaction process in the virtual scene to set, the time of repeatedly switching interfaces is saved, the ease of use and convenience of skill control combination are improved, and the efficiency of combination is improved.

[0265] Referring to FIG. 7A, FIG. 7A is a schematic diagram of a setting interface provided by an embodiment of the present application. In FIG. 7A, a setting interface 701 in a game is displayed, and a skill key 702 (i.e., a first skill control) to be combined is selected. Referring to FIG. 7B, FIG. 7B is a schematic diagram of a setting combination operation provided by an embodiment of the present application. If the skill key 702 needs to be combined with other skill keys, after the skill key 702 is selected again, a combination mode control 703 is set to a selected state. Referring to FIG. 7C, FIG. 7C is a schematic diagram of a copy lock key provided by an embodiment of the present application. After the combination mode control 703 is set to the selected state, a copy 704 (i.e., a copy of the first skill control) of the skill key 702 is displayed. Referring to FIG. 7D, FIG. 7D is a schematic diagram of a drag fusion provided by an embodiment of the present application. In response to a long-press drag operation of dragging the copy 704 to within a preset distance of a skill key 705 (i.e., a second skill control), a state of the copy 704 is switched to a fusion state. Referring to FIG. 7E, FIG. 7E is a schematic diagram of a fusion completion provided by an embodiment of the present application. After the copy 704 of the skill key 702 is completely fused with the skill key 705, in response to a trigger operation on a save button 706, the skill key 705 is updated to a skill key 707 (i.e., a third skill control), wherein the skill key 707 is obtained by fusing the copy 704 and the skill key 705. If other skill keys are to be freely combined when the combination of the skill keys is performed in the setting interface, similar operations described above can also be performed, for example, a light skill and a hook are fused to achieve the effect of jumping in the air and hooking. Referring to FIG. 7F, FIG. 7F is a schematic diagram of releasing a combined skill provided by an embodiment of the present application. The skill key 702 is used to release a first skill, and the skill key 705 is used to release a second skill. In a battle state in the game, in response to a single-click operation (i.e., a first trigger operation) on the skill key 707, the second skill is released, and in response to a long-press operation (i.e., a third trigger operation) on the skill key 707, the second skill, the first skill, and a newly generated third skill are released. For example, the second skill is a general attack, the first skill is a lock, and the third skill is a notification of a teammate to concentrate fire, in response to the long-press operation on the skill key 707, the general attack skill is released on a target virtual player 708 (i.e., a release target), and then the lock skill is immediately released and a fire concentration notification 709 (i.e., a message) is sent. Referring to FIG. 7G, FIG. 7G is a schematic diagram of a teammate perspective provided by an embodiment of the present application. The fire concentration notification is sent to a teammate 710 (i.e., a virtual object in the same camp), so that after the teammate 710 receives the fire concentration notification 709, a fire concentration target prompt is displayed on a general attack key 711 (which has the same effect as the skill key 705), the teammate 710 concentrates fire on the same target (the target virtual player 708) according to the prompt, and the general attack skill is released.

[0266] The skills are divided into basic skills (i.e., second skills) and auxiliary skills (i.e., first skills), the original default skill of the skill key is taken as a basic skill, and for each basic skill, it is set that each basic skill can dynamically attach one auxiliary skill. The state of the basic skill includes an independent state and a combined state, the independent state represents that the auxiliary skill of each basic skill is empty, and the combined state represents that the player can configure one auxiliary skill for a certain basic skill.

[0267] In response to a release operation for a skill in the independent state, the self effect of the skill is triggered, and there is no redundant effect. For a skill in the combined state, the release operation for the skill includes the following two kinds: single click or long press. In response to a single click operation for a skill in the combined state, the self effect of the skill is triggered, and there is no redundant effect, and the auxiliary skill will not be triggered; in response to a long press operation for a skill in the combined state, the self effect of the skill is triggered, and at the same time, the auxiliary skill thereof is released immediately. For example, after the normal attack skill is set to attach the cluster lock skill, the normal attack enters the combined state, and in response to a long press operation for the normal skill button, the cluster lock skill effect will be released immediately after the normal attack skill effect is released, that is, the enemy is locked and the teammates are notified of the cluster target.

[0268] Each basic skill object (skillinfo) has a basic skill identifier (skillinfo.skillid), an auxiliary skill identifier (skillinfo.extra_effect_skillid), and a time delay (skillinfo.extra_effect_delay) of auxiliary skill release after complete release of the basic skill (i.e., delay time) and the like. By default, skillinfo.extra_effect_skillid is 0, that is, skillinfo is in the independent state.

[0269] In setting the skill combination, in response to a selection operation for an auxiliary skill (skillid2) and a drag operation of dragging the icon of the auxiliary skill to the icon of the basic skill (skillid1), the auxiliary skill skillid2 is added to the basic skill skillid1, and skillid1 enters the combined state.

[0270] Each basic skill can become an auxiliary skill of other basic skills, and each basic skill can be pre-configured to become an auxiliary skill of which skill, for example, for the lock skill skillid2, it is pre-configured that it can be attached to the following basic skills attachable_skillids=[skillid1, skillid3], wherein attachable_skillids is an attachable target list (i.e., a skill list).

[0271] In response to a triggering operation for a basic skill in the skill setting interface, for example, the basic skill is a lock skill, the list of attachable targets corresponding to the lock skill, attachable_skillids, is found. If attachable_skillids is empty, it indicates that the lock skill cannot be attached to other basic skills, and the check box "combination operation" in the interface is set to gray, indicating that the setting cannot continue. If attachable_skillids is not empty, it indicates that the lock skill can be attached to other basic skills, and the check box "combination operation" in the interface is set to a checkable state.

[0272] For the checkable combination operation option, if the combination operation option has been checked, a dashed line skill is newly created on the left side of the skill lock skill button in the interface, which can be dragged. At the same time, all other basic skills in the interface are detected one by one. If the skill identifier is in the attachable_skillids of the lock skill, it is highlighted, indicating that it can be attached to the lock skill. Otherwise, it is grayed out, indicating that the basic skill cannot be attached to the lock skill.

[0273] In response to the dragging operation of dragging the icon of the dashed line skill to the icon of the other highlighted (attachable) basic skill and the mouse release operation, the dashed line skill and the highlighted skill are combined and set. If the highlighted skill is a general attack skill, the general attack skill is fused with the lock skill, that is, the general attack skill enters a combination state, and its attached skill is set to the lock skill. Specifically, the basic skill information interface is obtained, the general attack skill information is obtained through the basic skill information interface, and the attached skill of the general attack skill is set to the lock skill. The time delay is set to 10 milliseconds.

[0274] In response to a single-click operation on the skill in the combination state (such as a general attack combined with a lock skill), only the effect of the basic skill general attack is produced, and the effect of the lock skill is not triggered, that is, the effect is equivalent to the effect when it is not combined.

[0275] In response to a long press operation on the skill in the combination state (such as a general attack combined with a lock skill), the general attack effect is released first. After the general attack skill is completely released, the skill controller waits for a certain time delay, that is, skillinfo.extra_effect_delay, and then immediately automatically releases the attached lock skill effect, that is, locks the enemy and notifies the teammates to concentrate fire, so that the teammates can perform related fire concentration operations after receiving the fire concentration notification.

[0276] Referring to FIG. 8, FIG. 8 is a flowchart of a skill key combination provided by an embodiment of the present application. Taking a terminal as an execution subject, the steps shown in FIG. 8 will be described.

[0277] In step 801, a setting interface is displayed.

[0278] In some embodiments, a setting control is included in the game, and in response to a triggering operation on the setting control, the setting interface is displayed, and the setting interface includes a plurality of skill keys and a combination mode selection button.

[0279] For example, the combination mode selection button is used to set the skill key in the current game to a to-be-combined mode, and the to-be-combined mode represents that the selected skill key will be combined with other skill keys to generate a new skill key.

[0280] In step 802, it is determined whether the combination mode is in a checked state.

[0281] In some embodiments, if the combination mode is in the checked state, step 803 is performed; and if the combination mode is not in the checked state, step 808 is performed.

[0282] For example, the checked state is that a check icon is displayed in the combination mode selection button (for example, a radio box), and the unchecked state is that no icon is displayed in the combination mode selection button, that is, the radio box is empty.

[0283] In step 803, the No. 1 key (that is, the first skill control) is copied.

[0284] In some embodiments, the No. 1 key is copied to obtain a copy of the No. 1 key (that is, a copy of the first skill control), and skill keys that can be combined with the copy of the No. 1 key can be highlighted, for example, highlighted, flashed, or enlarged.

[0285] For example, the No. 1 key can be copied by any one of double-clicking, long pressing, and dragging to obtain a copy of the No. 1 key. The display mode of the No. 1 key and the copy of the No. 1 key can be the same or different.

[0286] In step 804, in response to a dragging operation of dragging the copy of the No. 1 key to the No. 2 key (that is, the second skill control), the copy of the No. 1 key is displayed within a preset distance of the No. 2 key.

[0287] In some embodiments, if the copy of the No. 1 key can be fused with the No. 2 key, when the copy of the No. 1 key is within the preset distance of the No. 2 key, the copy of the No. 1 key can be automatically fused with the No. 2 key.

[0288] For example, if the copy of the No. 1 key can be fused with the No. 2 key, after the fusion is completed, the position of the No. 2 key displays the new control after fusion, and a fusion success prompt appears, such as displaying the text "fusion success" for a short time, playing a prompt sound. During the fusion process, when the copy of the No. 1 key and the No. 2 key do not completely overlap, if the distance between the copy of the No. 1 key and the No. 2 key is greater than the preset distance, the automatic fusion will be terminated, the copy of the No. 1 key can be dragged to other positions, and the No. 2 key returns to the original display state.

[0289] In step 805, it is judged whether the copy of the No. 1 key and the No. 2 key can be fused.

[0290] In some embodiments, if the copy of the No. 1 key and the No. 2 key can be fused, step 806 is performed; if the copy of the No. 1 key and the No. 2 key cannot be fused, step 808 is performed.

[0291] For example, if the copy of the No. 1 key and the No. 2 key cannot be fused, the copy of the No. 1 key is restored to the generation position, and a prompt information is displayed, wherein the prompt information is used to prompt that the No. 1 key and the No. 2 key cannot be fused.

[0292] In step 806, it is judged whether the skill key combination is completed.

[0293] In some embodiments, a preset time length is set, if the skill key combination is completed within the preset time length, step 807 is performed; if the skill key combination is not completed within the preset time length, step 808 is performed.

[0294] In step 807, corresponding skills are released based on different release operations.

[0295] In some embodiments, the No. 1 key is used to release the 1st skill, the No. 2 key is used to release the 2nd skill, and for the fusion key (i.e. the third skill control) obtained after combination, in response to a single click operation on the fusion key, the 1st skill is released; in response to a long press operation on the fusion key, the 1st skill, the 2nd skill and the newly generated 3rd skill are released.

[0296] For example, the preset time length (such as 1 second) is used to clearly distinguish between single click and long press, for example, the single click time is less than 1 second, and the long press time is greater than or equal to 1 second, so as to avoid operation misjudgment. If the user clicks for a time between 0.5-1 second (ambiguous operation), the single click processing is defaulted. During the long press process, the fusion key icon changes with the press time, for example, the edge starts to glow when pressing for 0.5 second, and completely glows and displays a "combined skill will be released soon" prompt when pressing for 1 second, so as to let the user predict the release result. If the 1st skill or the 2nd skill is in a cooling state (cannot be released) when the long press is released, the cooling skill is skipped, and the available skill is released, for example, when the 2nd skill is cooling, only the 1st skill and the 3rd skill are released, and a "part of the skill is cooling" prompt is displayed.

[0297] In step 808, the fusion is ended.

[0298] In some embodiments, after the fusion is ended, the fused skill key can be used to interact with other virtual players in the game.

[0299] For example, if the No. 1 key and the No. 2 key cannot be fused, a recommended list is displayed, the recommended list including a plurality of skill keys that can be fused with the No. 1 key, and in response to a triggering operation on the No. 3 key, the copy of the No. 1 key is fused with the No. 3 key to obtain a fused skill key.

[0300] The embodiments of the present application combine the copy of the first skill control and the second skill control in the virtual scene, update the second skill control to the third skill control, and complete the combination of the skill control in the virtual scene. On the one hand, the combination of the skill control can still continue to focus on the interaction in the virtual scene, thereby facilitating the user to make a decision to interact at the appropriate time. On the other hand, compared with the solution of the related art which needs to set up in the process of interaction out of the virtual scene, the time of repeatedly switching interfaces is saved, the ease of use and convenience of the combination of the skill control are improved, and the efficiency of the combination is improved. Different recommended control combinations are obtained through different second operation sequence data of different virtual objects for different situations, which facilitates the user to quickly select and apply a suitable skill control combination, can mine the operation habits of the user, obtain a recommended control combination matched with the use habits of the user, improves the accuracy and diversity of the recommendation of the skill control, and enhances the intelligence of the recommendation. The pre-trained machine learning model is called through the feature information of the virtual scene to obtain the recommended control combination, which improves the relevance of the recommended skill control combination and the virtual scene, and enhances the accuracy of the recommended skill control combination. Only the controls displayed in the virtual scene can be displayed in the skill control menu, which facilitates the user to quickly view the current controls in the virtual scene without the need to browse one by one in the virtual scene, saves the viewing time, and also displays the controls not displayed in the virtual scene in the skill control menu, so that the skill control combined with the first skill control can be selected autonomously, which improves the diversity and comprehensiveness of the skill control combination. The combination effect of the first skill control and the second skill control is displayed through the preview control, so as to facilitate the selection and application of the combination effect, and increase the selectability and diversity of the skill control combination effect. Different display parameters are adopted for different types of second skill controls, so that the second skill controls that can be combined with the first skill control can be quickly identified, and the convenience and efficiency of the skill control combination are improved.

[0301] The following continues to illustrate an exemplary structure of the implementation of the skill control processing apparatus 455 of the virtual scene provided by the embodiments of the present application as a software module. In some embodiments, as shown in FIG. 2, the software module stored in the skill control processing apparatus 455 of the virtual scene in the memory 450 can include:

[0302] A first display module 4551 configured to display the first skill control and the second skill control in the virtual scene.

[0303] A second display module 4552 configured to display a copy of the first skill control in response to a copy operation on the first skill control.

[0304] A control updating module 4553 configured to update the second skill control to a third skill control in response to a first combination operation on the copy of the first skill control and the second skill control.

[0305] In some embodiments, the first display module 4551 is further configured to display at least one recommended control combination, wherein each recommended control combination includes any two controls to be combined; and in response to a selection operation on a recommended control combination including the first skill control and the second skill control, highlight the first skill control and the second skill control in the virtual scene.

[0306] In some embodiments, the first display module 4551 is further configured to obtain second operation sequence data of the virtual scene, wherein the second operation sequence data records a plurality of skill controls triggered in sequence; and combine skill controls with a frequency higher than a frequency threshold in the second operation sequence data as the at least one recommended control combination.

[0307] In some embodiments, the first display module 4551 is further configured to obtain second operation sequence data of a first virtual object in a case where the first virtual object has interaction data in the virtual scene; and obtain second operation sequence data of a specific object in a case where the first virtual object has no interaction data, wherein the specific object includes at least one of the following: a virtual object with a level higher than a level threshold in the virtual scene, a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to the same role as the first virtual object, and a virtual object with an interaction duration longer than a duration threshold in the virtual scene.

[0308] In some embodiments, the first display module 4551 is further configured to acquire feature information of the virtual scene, where the feature information includes attributes of virtual objects included in the virtual scene and attributes of the candidate skill control combination; call the pre-trained machine learning model based on the feature information to obtain selection probabilities of the plurality of candidate skill control combinations; sort the plurality of candidate skill control combinations in descending order according to the selection probabilities of the plurality of candidate skill control combinations from high to low to obtain a sorting result; and take at least one candidate skill control combination from the head of the sorting result as the at least one recommended control combination.

[0309] In some embodiments, the second display module 4552 is further configured to display a setting interface with a specific transparency on the virtual scene; in response to a triggering operation on the first skill control in the setting interface, highlight the first skill control and display a combination operation control; and in response to a triggering operation on the combination operation control, display a copy of the first skill control.

[0310] In some embodiments, the second display module 4552 is further configured to display a skill control menu, where the skill control menu includes candidate skill controls that can be combined with the first skill control and are not displayed in the virtual scene; and in response to a third combination operation on the copy of the first skill control and any candidate skill control, display a sixth skill control.

[0311] In some embodiments, the control update module 4553 is further configured to display a preview control, where the preview control is used to display a combination effect of the first skill control and the second skill control; and in response to a confirmation operation on the combination effect, update the second skill control to a third skill control.

[0312] In some embodiments, the control update module 4553 is further configured to, in a case where there is a second skill control that can be combined with the first skill control, apply a first display parameter to the second skill control that can be combined with the first skill control; and in a case where none of the second skill controls can be combined with the first skill control, apply a second display parameter to the second skill control, where the first display parameter is different from the second display parameter.

[0313] In some embodiments, the control update module 4553 is further configured to acquire a skill list, where the skill list includes second skill controls that can be combined with the first skill control; if the virtual scene includes a second skill control in the skill list, determine to apply a first display parameter to the second skill control; and if the virtual scene does not include a second skill control in the skill list, determine to apply a second display parameter to the second skill control.

[0314] In some embodiments, the setting interface includes a setting control for setting an attribute value of the third skill control, the control updating module 4553 is further configured to, in response to a triggering operation on the setting control, display an attribute setting interface, where the attribute setting interface includes multiple attribute values of the third skill control; and in response to a setting operation on any one attribute value, update the any one attribute value.

[0315] In some embodiments, the first skill control is used to release the first skill, the second skill control is used to release the second skill, and the control updating module 4553 is further configured to, in response to a first triggering operation on the third skill control, control the first virtual object in the virtual scene to release the second skill; in response to a second triggering operation on the third skill control, control the first virtual object to release the first skill and the second skill; and in response to a third triggering operation on the third skill control, control the first virtual object to release the first skill, the second skill, and a third skill, where the third skill has an association relationship with the first skill and the second skill, and the first triggering operation, the second triggering operation, and the third triggering operation have different operation manners.

[0316] In some embodiments, the control updating module 4553 is further configured to, in a case where the third skill is used to enhance an attribute of the first skill and an attribute of the second skill, control the first virtual object to release the enhanced first skill and the enhanced second skill.

[0317] In some embodiments, the control updating module 4553 is further configured to, in a case where the third skill is a communication skill, control the first virtual object to release the first skill and the second skill, and send a message to the second virtual object, where the message is used to request the second virtual object to release a skill to a release target of the first skill and the second skill.

[0318] In some embodiments, the control updating module 4553 is further configured to, in a case where the third skill is used to cooperate with the first skill and the second skill, control the first virtual object to release the first skill, the second skill, and the third skill according to a specific order in which the third skill cooperates with the first skill and the second skill.

[0319] In some embodiments, the control updating module 4553 is further configured to obtain first operation sequence data of the virtual scene; determine multiple data segments including the first skill and the second skill in the first operation sequence data; and take a skill with a frequency of occurrence exceeding a frequency threshold in the multiple data segments as the third skill.

[0320] In some embodiments, the control updating module 4553 is further configured to, in response to a copy operation on the fourth skill control in the virtual scene, display a copy of the fourth skill control; and in response to a second combination operation on the copy of the fourth skill control and the third skill control, update the third skill control to a fifth skill control.

[0321] In some embodiments, the third skill control is used to release the first skill, the second skill and the third skill, and the fourth skill control is used to release the fourth skill. The control updating module 4553 is further configured to, in response to a fourth trigger operation on the fifth skill control, control the first virtual object to release the first skill, the second skill, the third skill, the fourth skill and the fifth skill, wherein the fifth skill has an association relationship with the first skill, the second skill, the third skill and the fourth skill, and the first trigger operation, the second trigger operation, the third trigger operation and the fourth trigger operation are different in operation mode.

[0322] In some embodiments, the control updating module 4553 is further configured to, in response to an undo combination operation on the third skill control, replace the third skill control with the second skill control and display a copy of the first skill control; and in response to no combination operation on the copy of the first skill control being received within a preset time length, cancel displaying the copy of the first skill control.

[0323] The embodiments of the present application provide a computer program product, which includes a computer program or computer executable instructions stored in a computer readable storage medium. A processor of an electronic device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the electronic device executes the skill control processing method of the virtual scene provided by the embodiments of the present application.

[0324] The embodiments of the present application provide a computer readable storage medium storing computer executable instructions, wherein the computer executable instructions or computer programs are stored. When the computer executable instructions or computer programs are executed by a processor, the processor will execute the skill control processing method of the virtual scene provided by the embodiments of the present application, for example, the skill control processing method of the virtual scene as shown in FIG. 3A.

[0325] In some embodiments, the computer readable storage medium can be a RAM, a ROM, a flash memory, a magnetic surface memory, an optical disc, or a CD-ROM memory, etc. It can also be various devices including one or any combination of the above memories.

[0326] In some embodiments, the computer-executable instructions can be in the form of programs, procedures, modules, scripts, or code, and can be written in any programming language, including compiled or interpreted languages, or declarative or procedural languages; and can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0327] By way of example, the computer-executable instructions can be, but need not be, correspond to the file in a file system, can be stored in a portion of a file that holds other programs or data, for example, one or more scripts stored in a markup language document, in a single file dedicated to the program in question, or in multiple files (e.g., files that store one or more modules, sub programs, or portions of code).

[0328] By way of example, the computer-executable instructions can be, but need not be, correspond to the file in a file system, can be stored in a portion of a file that holds other programs or data, for example, one or more scripts stored in a markup language document, in a single file dedicated to the program in question, or in multiple files (e.g., files that store one or more modules, sub programs, or portions of code).

[0329] In summary, by combining the copy of the first skill control and the second skill control in the virtual scene and updating the second skill control to the third skill control through the embodiments of the present application, the combination of skill controls in the virtual scene is completed. On the one hand, it can ensure that the interaction in the virtual scene can still be continued when the combination of skill controls is performed, thereby facilitating the user to make a decision to interact at the appropriate time. On the other hand, compared with the solution of the related art which needs to be set in the process of interaction away from the virtual scene, the time of repeatedly switching interfaces is saved, the ease of use and convenience of the combination of skill controls are improved, and the efficiency of the combination is improved. For different situations, different recommended control combinations are obtained through different second operation sequence data of virtual objects, which facilitates the user to quickly select and apply a suitable skill control combination, can mine the operation habits of the user, obtain a recommended control combination matched with the use habits of the user, and improves the accuracy and diversity of the recommendation of skill controls, and enhances the intelligence of the recommendation. The pre-trained machine learning model is called through the feature information of the virtual scene to obtain the recommended control combination, which improves the relevance of the recommended skill control combination and the virtual scene, and enhances the accuracy of the recommended skill control combination. The skill control menu can only display the controls that have been displayed in the virtual scene, which facilitates the user to quickly view the current controls in the virtual scene without the need to browse one by one in the virtual scene, saves the viewing time, and also displays the controls that have not been displayed in the virtual scene in the skill control menu, so that the skill controls that can be combined with the first skill control can be selected autonomously, and the diversity and comprehensiveness of the combination of skill controls are improved. The combination effect of the first skill control and the second skill control is displayed through the preview control, so as to facilitate the selection and application of the combination effect, and increase the selectivity and diversity of the combination effect of skill controls. Different display parameters are used for different types of second skill controls, so that the second skill controls that can be combined with the first skill control can be quickly identified, and the convenience and efficiency of the combination of skill controls are improved.

[0330] The above merely describes the embodiments of the present application, but is not used to limit the protection scope of the present application. Any modification, equivalent replacement and improvement within the spirit and scope of the present application shall be included in the protection scope of the present application.

Claims

1. A method for processing skill controls of a virtual scene, the method being performed by an electronic device, the method comprising: displaying a first skill control and a second skill control in the virtual scene; in response to a copy operation for the first skill control, displaying a copy of the first skill control; in response to a first combination operation for the copy of the first skill control and the second skill control, updating the second skill control as a third skill control.

2. The method of claim 1, wherein, The displaying the copy of the first skill control in response to the copy operation for the first skill control comprises: displaying a setting interface with a specific transparency on top of the virtual scene; in response to a trigger operation for the first skill control in the setting interface, highlighting the first skill control and displaying a combination operation control; in response to a trigger operation for the combination operation control, displaying the copy of the first skill control.

3. The method of claim 2, wherein: the setting interface comprises a setting control for setting an attribute value of the third skill control; after the updating the second skill control as the third skill control, the method further comprises: in response to a trigger operation for the setting control, displaying an attribute setting interface, wherein the attribute setting interface comprises a plurality of the attribute values of the third skill control; in response to a setting operation for any one of the attribute values, updating the any one of the attribute values.

4. The method of claim 2 or 3, wherein, The method further comprises: if the first skill control is combinable with other skill controls, setting the combination operation control in a selectable state, wherein the other skill controls are any one of a plurality of skill controls of the virtual scene other than the first skill control, and the selectable state represents that the combination operation control is triggerable; if the first skill control is not combinable with other skill controls, setting the combination operation control in an unselectable state.

5. The method of any one of claims 1 to 4, wherein: the first skill control is for releasing a first skill, and the second skill control is for releasing a second skill; after the updating the second skill control as the third skill control, the method further comprises: in response to a first trigger operation for the third skill control, controlling a first virtual object in the virtual scene to release the second skill; in response to a second trigger operation for the third skill control, controlling the first virtual object to release the first skill and the second skill; in response to a third trigger operation for the third skill control, controlling the first virtual object to release the first skill, the second skill, and a third skill, wherein the third skill has an association relationship with the first skill and the second skill, and the first trigger operation, the second trigger operation, and the third trigger operation have different operation manners.

6. The method of claim 5, wherein, The controlling the first virtual object to release the first skill, the second skill, and the third skill comprises: In a case where the third skill is used to enhance attributes of the first skill and the second skill, the first virtual object is controlled to release the enhanced first skill and the enhanced second skill.

7. The method of claim 5 or 6, wherein, The controlling the first virtual object to release the first skill, the second skill and the third skill comprises: In a case where the third skill is a communication skill, the first virtual object is controlled to release the first skill and the second skill, and a message is sent to a second virtual object, wherein the message is used to request the second virtual object to release a skill to a release target of the first skill and the second skill.

8. The method of claim 5, wherein, The controlling the first virtual object to release the first skill, the second skill and the third skill comprises: In a case where the third skill is used to cooperate with the first skill and the second skill, the first virtual object is controlled to release the first skill, the second skill and the third skill according to a specific order when the third skill cooperates with the first skill and the second skill.

9. The method of claim 5, 6, or 7, wherein, Before the controlling the first virtual object to release the first skill, the second skill and the third skill, the method further comprises: obtaining first operation sequence data of the virtual scene; determining a plurality of data segments including the first skill and the second skill in the first operation sequence data; a skill with a frequency of occurrence exceeding a frequency threshold in the plurality of data segments is taken as the third skill.

10. The method according to any one of claims 1 to 9, wherein, After the updating the second skill control to the third skill control, the method further comprises: in response to a copy operation on a fourth skill control in the virtual scene, displaying a copy of the fourth skill control; in response to a second combination operation on the copy of the fourth skill control and the third skill control, updating the third skill control to a fifth skill control.

11. The method of claim 10, wherein, the third skill control is used to release a first skill, a second skill and a third skill, and the fourth skill control is used to release a fourth skill; after the updating the third skill control to the fifth skill control, the method further comprises: in response to a fourth trigger operation on the fifth skill control, controlling the first virtual object to release the first skill, the second skill, the third skill, the fourth skill and a fifth skill, wherein the fifth skill has an association relationship with the first skill, the second skill, the third skill and the fourth skill, and the first trigger operation, the second trigger operation, the third trigger operation and the fourth trigger operation have different operation manners.

12. The method according to any one of claims 1 to 11, wherein, The updating the second skill control to the third skill control in response to the first combination operation on the copy of the first skill control and the second skill control comprises: displaying a preview control, wherein the preview control is used to display a combination effect of the first skill control and the second skill control; in response to a confirmation operation on the combination effect, updating the second skill control to the third skill control.

13. The method according to any one of claims 1 to 12, wherein, Before the updating the second skill control to a third skill control in response to a first combination operation of the copy of the first skill control and the second skill control, the method further comprises: applying a first display parameter to the second skill control that can be combined with the first skill control, if the second skill control exists in the virtual scene; applying a second display parameter to the second skill control, if none of the second skill controls can be combined with the first skill control, wherein the first display parameter is different from the second display parameter; in response to a trigger operation on any one of the second skill controls displayed based on the first display parameter, taking the second skill control as the second skill control that can be combined with the first skill control, and returning to the step of updating the second skill control to a third skill control in response to a first combination operation of the copy of the first skill control and the second skill control.

14. The method of claim 13, wherein, Before the applying a first display parameter to the second skill control that can be combined with the first skill control, the method further comprises: obtaining a skill list, wherein the skill list comprises the second skill control that can be combined with the first skill control; if the virtual scene comprises the second skill control in the skill list, determining to apply the first display parameter to the second skill control; if the virtual scene does not comprise the second skill control in the skill list, determining to apply the second display parameter to the second skill control.

15. The method according to any one of claims 1 to 14, wherein, When the copy of the first skill control is displayed, the method further comprises: displaying a skill control menu, wherein the skill control menu comprises candidate skill controls that can be combined with the first skill control and are not displayed in the virtual scene; in response to a third combination operation of the copy of the first skill control and any one of the candidate skill controls, displaying a sixth skill control.

16. The method of any one of claims 1 to 15, wherein, The displaying the first skill control and the second skill control in the virtual scene comprises: displaying at least one recommended control combination, wherein each of the recommended control combinations comprises any two controls to be combined; in response to a selection operation on the recommended control combination comprising the first skill control and the second skill control, highlighting the first skill control and the second skill control in the virtual scene.

17. The method of claim 16, wherein, Before the displaying at least one recommended control combination, the method further comprises: obtaining second operation sequence data of the virtual scene, wherein the second operation sequence data records a plurality of skill controls triggered in sequence; combining skill controls with a frequency higher than a frequency threshold in the second operation sequence data as the at least one recommended control combination.

18. The method of claim 17, wherein, The obtaining the second operation sequence data of the virtual scene comprises: if a first virtual object in the virtual scene has interaction data, obtaining the second operation sequence data of the first virtual object; In the case that the first virtual object has no interaction data, the second operation sequence data of a specific object is obtained, wherein the specific object includes at least one of the following: a virtual object in the virtual scene with a level higher than a level threshold, a virtual object belonging to the same camp as the first virtual object, a virtual object belonging to the same role as the first virtual object, and a virtual object in the virtual scene with an interaction duration longer than a duration threshold.

19. The method of claim 16 or 17, wherein, Before the at least one recommended control combination is displayed, the method further includes: obtaining feature information of the virtual scene, wherein the feature information includes attributes of virtual objects included in the virtual scene and attributes of candidate skill control combinations; calling a pre-trained machine learning model based on the feature information to obtain selection probabilities of the candidate skill control combinations; sorting the candidate skill control combinations in descending order according to the selection probabilities of the candidate skill control combinations from high to low to obtain a sorting result; taking at least one candidate skill control combination from the head of the sorting result as the at least one recommended control combination.

20. The method of claim 19, wherein, Before the pre-trained machine learning model is called based on the feature information to obtain selection probabilities of the candidate skill control combinations, the method further includes: obtaining an initialized machine learning model and a training set, wherein the training set includes feature information samples of the virtual scene and real labels, and the real labels represent real selection probabilities of the candidate skill control combinations; calling the initialized machine learning model based on the feature information samples to obtain prediction labels, wherein the prediction labels represent predicted selection probabilities of the candidate skill control combinations; determining a loss value based on the real labels and the prediction labels, updating parameters of the initialized machine learning model based on the loss value to obtain the pre-trained machine learning model.

21. The method of any one of claims 1 to 20, wherein, After the second skill control is updated to a third skill control, the method further includes: in response to an undo combination operation for the third skill control, replacing the third skill control with the second skill control and displaying a copy of the first skill control; in response to not receiving a combination operation for the copy of the first skill control within a preset duration, canceling the display of the copy of the first skill control.

22. A skill control processing apparatus for a virtual scene, the apparatus comprising: a first display module configured to display a first skill control and a second skill control in the virtual scene; a second display module configured to display a copy of the first skill control in response to a copy operation for the first skill control; a control updating module configured to update the second skill control to a third skill control in response to a first combination operation for the copy of the first skill control and the second skill control.

23. An electronic device, the electronic device comprising: a memory for storing computer executable instructions or computer programs; A processor configured to implement the virtual scene skill control processing method of any one of claims 1-21 when executing computer-executable instructions or a computer program stored in the memory.

24. A computer-readable storage medium storing computer-executable instructions or a computer program that, when executed by a processor, implement the virtual scene skill control processing method of any one of claims 1-21.

25. A computer program product comprising computer-executable instructions or a computer program that, when executed by a processor, implement the virtual scene skill control processing method of any one of claims 1-21.

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