Preparation method and apparatus for virtual match, and device and medium and program product

By providing an attribute configuration interface and an automatic preparation function in chess games, users can configure synergy attributes and automatically place pieces, solving the problem of users having difficulty activating synergy effects and improving efficiency and success rate.

WO2026091915A1PCT designated stage Publication Date: 2026-05-07TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-09-11
Publication Date
2026-05-07

AI Technical Summary

Technical Problem

In turn-based chess games, users find it difficult to determine the lineup of virtual pieces to activate synergy effects, resulting in low human-computer interaction efficiency and wasted resources.

Method used

This provides a method for preparing for virtual games. By displaying the preparation area and attribute configuration area of ​​a chess game, it allows users to configure synergy attributes and automatically place and deploy virtual chess pieces to activate synergy effects.

Benefits of technology

It improves the efficiency of human-computer interaction, reduces resource waste caused by user operation errors, and enhances the user's success rate and experience in games.

✦ Generated by Eureka AI based on patent content.

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Abstract

A preparation method and apparatus for a virtual match, and a device and a medium and a program product. The method comprises: displaying a preparation region and a battle region of a chess game (610); displaying an attribute configuration region (620); receiving a configuration operation for a first synergy attribute in the attribute configuration region (630); and on the basis of the configuration operation, displaying an automatic preparation process for a virtual match (640).
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Description

Preparation methods, devices, equipment, media, and software products for virtual games

[0001] This application claims priority to Chinese Patent Application No. 202411550913.0, filed on October 31, 2024, entitled “Preparation Method, Apparatus, Device, Medium and Program Product for Virtual Games”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to a method, apparatus, device, medium, and program product for preparing for virtual games. Background Technology

[0003] Turn-based board games are a new type of competitive game where both players place virtual pieces in the battle area of ​​the board, and the game application automatically controls these pieces to engage in combat. Turn-based board games offer a synergy mechanism: when a user places a threshold number of a certain type of piece in the battle area, the pieces in that area gain corresponding synergy effects.

[0004] In related technologies, users need to determine the lineup of chess pieces to be deployed to the battle area based on the type of virtual chess pieces and the activation conditions of various synergy effects in order to activate the synergy effects.

[0005] However, for users unfamiliar with the activation conditions of synergy effects and virtual pieces, it is difficult to determine the piece lineup to activate synergy effects on their own. Users are prone to making mistakes that cause synergy effect activation failures, requiring multiple attempts. This results in low human-computer interaction efficiency and unnecessary waste of resources (such as the computing resources required for user operation and the computing resources required to try to activate synergy effects). Summary of the Invention

[0006] This application provides a method, apparatus, device, medium, and program product for preparing for virtual games. The technical solution is as follows:

[0007] On the one hand, a method for preparing for a virtual game is provided, executed by a computer device, the method comprising:

[0008] The game displays a preparation area and a battle area for a chess game. The preparation area is used to display virtual chess pieces that are to be selected to participate in the virtual game, and the battle area is used to display virtual chess pieces that have been selected to participate in the virtual game.

[0009] The display attribute configuration area is used to configure the synergy attributes of the virtual chess pieces that participate in the virtual game. The synergy attributes are used to activate the synergy effects of the virtual chess pieces. The synergy effects include the combat effects generated by the cooperation between virtual chess pieces.

[0010] Receive configuration operations for the first bond attribute in the attribute configuration area;

[0011] The automatic preparation process for the virtual game is displayed based on the configuration operation; the automatic preparation process includes at least one of the following: the first virtual chess piece is automatically placed in the preparation area, and the first virtual chess piece is automatically deployed to the battle area; the first virtual chess piece has the first synergy attribute.

[0012] On the other hand, a virtual game preparation device is provided, the device comprising:

[0013] The first display module is used to display the preparation area and the battle area of ​​the chess game. The preparation area is used to display virtual chess pieces that are to be selected to participate in the virtual game, and the battle area is used to display the virtual chess pieces that have been selected to participate in the virtual game.

[0014] The second display module is used to display the attribute configuration area, which is used to configure the synergy attributes of the virtual chess pieces that participate in the virtual game. The synergy attributes are used to activate the synergy effects of the virtual chess pieces, and the synergy effects include the combat effects generated by the cooperation between the virtual chess pieces.

[0015] An operation receiving module is used to receive configuration operations for the first bond attribute in the attribute configuration area;

[0016] The first display module is used to display the automatic preparation process of the virtual game based on the configuration operation; the automatic preparation process includes at least one of the following: the first virtual chess piece is automatically placed in the preparation area, and the first virtual chess piece is automatically deployed to the battle area; the first virtual chess piece has the first synergy attribute.

[0017] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement any of the above-described virtual game preparation methods.

[0018] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual game preparation method described above.

[0019] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual game preparation methods described above.

[0020] The beneficial effects of the technical solutions provided in this application include at least the following:

[0021] By providing an attribute configuration interface in the chess game, users can configure the synergy attributes of virtual chess pieces participating in virtual matches. This allows for automatic preparation based on the user-configured synergy attributes, including at least one preparation process: automatically placing virtual chess pieces in the preparation area and automatically deploying them to the battle area. This reduces the time users spend determining their lineup (a lineup of chess pieces capable of successfully activating synergy effects), avoids synergy effect activation failures due to user errors, improves human-computer interaction efficiency, and reduces resource waste caused by user mistakes. Furthermore, automatic preparation through synergy attribute configuration allows users to focus on developing strategies such as virtual chess piece positioning during matches, increasing the success rate and overall gaming experience. Attached Figure Description

[0022] Figure 1 is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0023] Figure 2 is a schematic diagram of the interface for configuring bond attributes provided in an exemplary embodiment of this application;

[0024] Figure 3 is a schematic diagram of the interface for configuring bond attributes provided in another exemplary embodiment of this application;

[0025] Figure 4 is a schematic diagram of the automatic redemption interface provided in an exemplary embodiment of this application;

[0026] Figure 5 is a schematic diagram of the automatic deployment interface provided in an exemplary embodiment of this application;

[0027] Figure 6 is a flowchart of a virtual game preparation method provided in an exemplary embodiment of this application;

[0028] Figure 7 is a flowchart of a virtual game preparation method provided in another exemplary embodiment of this application;

[0029] Figure 8 is a schematic diagram of the interface of a virtual game preparation method provided in an exemplary embodiment of this application;

[0030] Figure 9 is a flowchart of a virtual game preparation method provided in yet another exemplary embodiment of this application;

[0031] Figure 10 is a schematic diagram of the interface of a virtual game preparation method provided in another exemplary embodiment of this application;

[0032] Figure 11 is a schematic diagram of the interface of a virtual game preparation method provided in another exemplary embodiment of this application;

[0033] Figure 12 is a flowchart of a preparation method for a virtual game in an auto chess game provided by an exemplary embodiment of this application;

[0034] Figure 13 is a structural block diagram of a virtual game preparation device provided in an exemplary embodiment of this application;

[0035] Figure 14 is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0036] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0037] First, the terms used in the embodiments of this application will be introduced.

[0038] Turn-based board games: These are games where virtual pieces (referred to as "pieces") are pre-arranged before the game begins, and during the game, these pieces automatically engage in combat based on the pre-arranged layout. The pieces are usually represented by virtual characters, such as virtual heroes, virtual monsters, or virtual figures. During the game, these virtual characters automatically unleash various skills to fight. Games are typically turn-based; the player who loses the turn loses when all of their pieces are eliminated (i.e., their virtual character's health drops to zero or to a pre-set health value (which can be set to a small value)). In some embodiments, in addition to the "chess piece-type virtual characters" for the two players, each player also has a player character representing the current user participating in the game. This player character also has health points (or life points), which decrease (or remain unchanged) or remain the same (win or draw) based on the outcome of each round. When a player character's health points drop to zero or to a second preset health point (the second preset health point can be set to a smaller value; the first and second preset health points can be the same or different), the user corresponding to that player character exits the game, and the remaining users continue the game. Optionally, turn-based chess games include auto chess games.

[0039] Auto Chess is a multiplayer turn-based competitive game where players collect and exchange hero pieces. For example, a game might have six or eight players, each occupying a section of the board. Two players from multiple players engage in one-on-one matches (or three players from multiple players engage in 1v1v1 matches, etc., without limitation). A single match consists of multiple rounds, each round comprising two phases: a preparation phase and a battle phase. In the preparation phase, both players decide the types and numbers of virtual pieces to use, their positions on the battle area, and configure synergy attributes. In the battle phase, the virtual pieces of both players automatically battle in the battle area. The round ends when all of one player's virtual pieces are defeated. The player whose pieces are all defeated loses the round, and their corresponding character loses a certain amount of health. The game continues, with new opponents being matched, until a player's health is ≤0 or reaches a second preset health threshold, at which point they are eliminated. The last remaining player wins the game.

[0040] Chessboard: refers to the area in the game interface of a turn-based chess game used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This application does not limit the scope of the application.

[0041] Optionally, the chessboard is divided into a battle area and a preparation area. The battle area includes several identical squares for placing pieces used in the battle phase. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the battle phase and can be dragged and dropped into the battle area during the preparation phase. Regarding the arrangement of squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) squares, illustratively, where n is a multiple of 2, and adjacent rows of squares are aligned or staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. Users participating in the game are located at the top and bottom of the game interface, respectively, and during the preparation phase, users can only place pieces in their own battle area. In other embodiments, the battle area is divided into two parts according to columns: a friendly battle area and an enemy battle area. Users participating in the game are located on the left and right sides or the top and bottom sides of the game interface, respectively. The shape of the chessboard can be any of square, rectangle, circle, or hexagon; this application embodiment does not limit the shape of the chessboard.

[0042] Piece Exchange Area: Refers to a platform, such as a virtual shop, used to exchange virtual pieces during turn-based chess games. Typically, the piece exchange area displays 5 random pieces (or virtual heroes, which can be repeated). The exchange area is tiered; higher-tier pieces (or virtual heroes) have a higher probability of appearing. Optionally, the virtual shop refreshes its displayed pieces at preset intervals; or the virtual shop displays a refresh control that refreshes the displayed pieces in response to a trigger operation. This application does not limit the refresh method of the virtual shop.

[0043] Secondly, the computer system used to prepare for virtual matches will be introduced.

[0044] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0045] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a turn-based chess game program (such as an auto chess game) or an application that provides turn-based chess games (e.g., party games, shooting games, virtual reality applications, augmented reality applications, multiplayer online tactical competitive games, etc., without limitation here). When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The first terminal 110 is the terminal used by the first user 112. During the preparation phase of the game, the first user 112 uses the first terminal 110 to place pieces in the battle area of ​​the chessboard. During the battle phase, the first terminal 110 or the server 120 automatically controls the pieces to engage in combat based on the attributes, skills, and layout of the pieces in the battle area.

[0046] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program or an application providing a turn-based chess game. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The second terminal 130 is the terminal used by the second user 132. During the preparation phase of the game, the second user 132 uses the second terminal 130 to place pieces in the battle area of ​​the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the pieces to play based on the attributes, skills, and placement of the pieces in the battle area. Optionally, the pieces placed by the first user through the first terminal 110 and the second user through the second terminal 130 are located in different battle areas on the same chessboard, meaning the first user and the second user are on the same chessboard in the same game. Alternatively, the pieces placed by the first user through the first terminal 110 and the second user through the second terminal 130 are located on different chessboards, meaning the first user and the second user are on different chessboards in the same game. It should be noted that, in one optional embodiment, a game of turn-based chess game involves six user accounts. In each round, the six user accounts are matched in pairs, and the two user accounts that are matched together play against each other on the same chessboard in that round.

[0047] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, including at least one of: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiments use smartphones as examples. Those skilled in the art will understand that the number of terminals can be more or less. For example, there may be only one terminal (i.e., the user plays against artificial intelligence), or there may be six, eight, or more terminals. This application does not limit the number or device type of terminals. Figure 1 only shows two terminals, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, there may be one or more terminals 140 that are terminals corresponding to developers. A development and editing platform for clients that support virtual environments is installed on the terminals 140. Developers can edit and update the client on the terminals 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0048] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless or wired network. The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 provides backend services for clients supporting a 3D virtual environment (clients for turn-based chess games). Optionally, the server 120 undertakes the primary computational work, and the terminals undertake secondary computational work; or, the server 120 undertakes secondary computational work, and the terminals undertake primary computational work; or, the server 120 and the terminals collaborate using a distributed computing architecture.

[0049] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, battle power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play against each other. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0050] This application provides a method for preparing for a virtual game, which can achieve automatic preparation through user-configured synergy attributes. This method is executed by the terminal 110 shown in Figure 1. The method for preparing for a virtual game provided by this application embodiment is described below with reference to Figures 2 to 5. The terminal 110 has a client 111 that supports a virtual environment installed and running. Optionally, a first account is logged in on the client 111. The client 111 displays the game interface 200 shown in Figures 2 to 5. The first account is the account currently controlled by the terminal, that is, the first account is the player's own account. Referring to Figure 2, the game interface 200 includes a player's preparation area 210 and a player's battle area 220. The preparation area 210 is used to display virtual pieces to be selected to participate in the virtual game, and the battle area 220 is used to display virtual pieces that have been selected to participate in the virtual game.

[0051] In this embodiment, the virtual chess pieces have synergy attributes, which are used to activate the synergy effects of the virtual chess pieces. When the number of virtual chess pieces with a certain synergy attribute in the battle area reaches a preset number, the synergy effect corresponding to that synergy attribute can be activated. As shown in Figure 2, the battle area 220 includes virtual chess piece A (synergy attribute includes Wizard), virtual chess piece B (synergy attributes include Wizard and Fighter), and virtual chess piece C (synergy attribute includes Fighter). At this time, two synergy effects are activated in the battle area 220, namely the "Wizard 2" synergy effect activated by virtual chess piece A and virtual chess piece B, and the "Fighter 2" synergy effect activated by virtual chess piece A and virtual chess piece C. The game interface 200 displays a Wizard synergy effect icon 201 to indicate that the "Wizard 2" synergy effect is activated in the battle area 220, and the game interface 200 displays a Fighter synergy effect icon 202 to indicate that the "Fighter 2" synergy effect is activated in the battle area 220.

[0052] Synergy effects include the combat effects generated by the cooperation between virtual pieces. These effects include at least one of the following: buffs to friendly virtual pieces and debuffs to enemy virtual pieces. This is not limited to a single effect. For example, the "Fighter 2" synergy effect activated by virtual pieces A and C grants both virtual pieces A and C a 10% health bonus. As the number of virtual pieces with the same synergy attribute increases, the level of the activated synergy effect also increases accordingly. For example, when there are 2 virtual pieces with the Fighter synergy, the level 1 "Fighter 2" synergy effect is activated; when there are 4 virtual pieces with the Fighter synergy, the level 2 "Fighter 4" synergy effect is activated. It should be noted that the above examples of synergy effects are merely illustrative and are not intended to limit the scope of this application.

[0053] (1) Configure synergy attributes

[0054] During the preparation phase of each round, the user needs to determine the virtual pieces to participate in the virtual game, as shown in Figure 2. In this embodiment, the preparation area 210 provides an attribute configuration control 203. After clicking the attribute configuration control 203, the attribute configuration area 230 is displayed on the game interface 200. The attribute configuration area 230 is used to configure the synergy attributes of the virtual pieces participating in the virtual game. Optionally, the attribute configuration area 230 includes one primary synergy attribute configuration position 204 and multiple (or at least two) secondary synergy attribute configuration positions 205. That is, only one primary synergy attribute can be configured, but multiple secondary synergy attributes can be configured. The primary synergy attribute configuration position is used to configure the primary synergy attributes of the virtual pieces participating in the virtual game (i.e., the primary synergy in Figure 2), and the secondary synergy attribute configuration position is used to configure the secondary synergy attributes of the virtual pieces participating in the virtual game (i.e., the secondary synergy in Figure 2). Among them, the priority of primary synergy attributes is higher than that of secondary synergy attributes. For example, the preparation priority of primary synergy attributes is higher than that of secondary synergy attributes.

[0055] Please refer to Figure 3. Click on the primary synergy attribute configuration location 204. In the synergy selection sub-area 231 of the attribute configuration area 230, at least one candidate synergy attribute will be displayed. The at least one candidate synergy attribute includes the synergy attributes of "I own", that is, the synergy attributes of the virtual pieces currently owned by the first account, such as: Wizard, Fighter. It also includes other synergy attributes provided in the board game besides the synergy attributes of "I own", such as: Mage, Warlock, Spirit Blossom, Paperclip Fairy, Warrior, Venerable, Shapeshifter, Summoner, Magician, Scholar, etc. The user can select one candidate synergy attribute from the at least one candidate synergy attribute as the primary synergy attribute. As shown in Figure 3, when Wizard is selected as the primary synergy attribute, the Wizard attribute icon will be displayed on the primary synergy attribute configuration location 204. After determining the primary synergy attribute, clicking the first secondary synergy attribute configuration location 205 will refresh and display at least one candidate synergy attribute in the synergy selection sub-area 231. This includes recommended synergy attributes, which include synergy attributes of virtual pieces currently owned by the first account, and / or synergy attributes with a high correlation to the primary synergy attribute. The at least one candidate synergy attribute also includes other synergy attributes provided in the board game besides the recommended synergy attributes. Users can select one or more candidate synergy attributes as secondary synergy attributes from at least one candidate synergy attribute. As shown in Figure 3, when "Fighter" is selected as the first secondary synergy attribute, the Fighter attribute icon is displayed in the first secondary synergy attribute configuration location 205.

[0056] As shown in Figure 3, the attribute configuration area 230 also includes an automatic exchange option 206 and an automatic deployment option 207. Selecting the automatic exchange option 206 will automatically exchange virtual pieces in the virtual shop based on the configured primary and secondary synergy attributes, and place the exchanged virtual pieces in the preparation area 210. Selecting the automatic deployment option 207 will automatically deploy the virtual pieces displayed in the preparation area 210 to the battle area 220 based on the configured primary and secondary synergy attributes. After configuration, you can click on a blank area or click the attribute configuration control 203 again to close the attribute configuration area 230.

[0057] Users can choose to check the automatic exchange option 206, or the automatic deployment option 207, or check both the automatic exchange option 206 and the automatic deployment option 207. The following describes the automatic preparation based on synergy attributes provided in this application embodiment, taking the simultaneous checking of the automatic exchange option 206 and the automatic deployment option 207 as an example. It is assumed that the user configures the main synergy attribute as Warlock and the secondary synergy attribute as Fighter in the attribute configuration area 230.

[0058] (2) Automatic placement

[0059] For illustrative purposes, please refer to Figure 4. When the virtual pieces in the piece exchange area 240 are refreshed, the client will automatically determine which virtual pieces in the current piece exchange area 240 meet the piece placement conditions and automatically exchange the qualified virtual pieces to the preparation area. As shown in Figure 4, the piece exchange area 240 displays virtual pieces W, H, R, S, and Y.

[0060] In some embodiments, the placement conditions for chess pieces primarily consider the priority of the virtual chess piece's synergy attributes and the amount of resources currently possessed by the first account. Illustratively, as shown in Figure 4, if the synergy attribute of virtual chess piece W includes Warlock (the user-configured primary synergy attribute), then virtual chess piece W meets the placement conditions and is automatically exchanged to preparation area 210. If there are no virtual chess pieces with the Warlock attribute in the chess piece exchange area, then a virtual chess piece with the Fighter attribute (the user-configured secondary synergy attribute) is selected to be exchanged for in preparation area 210; if none are available, no exchange is performed.

[0061] Optionally, the placement of chess pieces also needs to consider the activated synergy effects corresponding to the Warlock attribute in the current battle zone 220. For example, if the highest level synergy effect corresponding to the Warlock attribute is activated in battle zone 220, then virtual chess pieces with the Fighter family attribute will be exchanged for and placed in preparation zone 210. Each virtual chess piece requires a certain amount of virtual resources (including but not limited to gold coins, diamonds, etc.) to exchange. If the first account does not have enough virtual resources to exchange for the required virtual chess piece, then the chess piece exchange zone 240 will be locked and will not be refreshed until the first account has enough virtual resources to exchange.

[0062] (3) Automatic deployment

[0063] The client will automatically determine which virtual pieces in the current preparation area 210 meet the conditions for deployment and automatically deploy the qualified virtual pieces to the battle area 220. For illustration, please refer to Figure 5. The current preparation area 210 displays the virtual piece W (with synergy attributes including Warlock and Shapeshifter) automatically obtained from the piece exchange area 240.

[0064] In some embodiments, the conditions for deploying chess pieces mainly consider the current number of virtual chess pieces that can be deployed and the synergy attributes of the virtual chess pieces in the current battle area 220. For illustration, if the current number of deployable virtual chess pieces is full, it is determined whether there is a replaceable virtual chess piece in the battle area 220. If so, virtual chess piece W is deployed to replace the virtual chess piece. If there is no replaceable virtual chess piece, automatic deployment is not performed. As shown in Figure 5, the current number of deployable chess pieces in the battle area 220 is full, and the lineup composed of virtual chess pieces A, B, and C is the optimal lineup. If virtual chess piece W is deployed to replace any of these pieces, at least one of the "Fighter 2" synergy effect and the "Wizard 2" synergy effect will be invalidated. Therefore, virtual chess piece W is not deployed for the time being.

[0065] If the number of virtual pieces currently deployed is not full, virtual pieces from the preparation area 210 will be automatically deployed to fill the gaps according to the priority of the synergy attributes, from highest to lowest, as shown in Figure 5. Using virtual resources, the battle area 220 is upgraded to level 4, increasing the number of deployable pieces in battle area 220 to 4. This means that one more virtual piece can be deployed to battle area 220. Virtual piece W will then be automatically deployed to battle area 220, activating the "Warlock 1" synergy effect at level 1. The Warlock synergy effect icon 208 will be displayed on the game interface 200, indicating that the "Warlock 1" synergy effect has been activated in battle area 220.

[0066] In summary, the virtual game preparation method provided in this application provides an attribute configuration interface in the chess game. Users can configure the synergy attributes of virtual chess pieces participating in the virtual game in the attribute configuration interface. Thus, the system automatically exchanges the chess pieces required to trigger the synergy effect according to the user-configured synergy attributes, and automatically deploys the chess pieces according to the synergy attributes of the chess pieces on the current chessboard and the configured synergy attributes. Users can confidently refresh the chess pieces in the chess piece exchange area without worrying about missing the chess pieces they need. Moreover, the automatic deployment method allows users to focus only on positioning strategies, reducing additional judgment time, improving game efficiency and the overall gaming experience for users.

[0067] Furthermore, this application utilizes an automatic placement and deployment mechanism, allowing computer equipment to quickly filter out pieces that meet the deployment conditions based on configured synergy attributes. This avoids errors that may occur with manual judgment, greatly improves the accuracy of piece exchange and deployment operations, and reduces unnecessary resource waste.

[0068] Next, we will introduce the process of preparing for the virtual matches provided in the application.

[0069] Figure 6 illustrates a flowchart of a virtual game preparation method provided in an exemplary embodiment of this application. The method is executed by a computer device; this embodiment executors the method by a terminal running a client that supports turn-based chess games, and the client is logged into a first account. The method includes steps 610 to 640.

[0070] Step 610: Display the preparation area and the playing area for the board game.

[0071] Optionally, chess games include turn-based chess games, such as auto chess games, card games, etc., without limitation here. In turn-based chess games, a virtual game consists of multiple rounds. Each round includes two phases: a preparation phase and a battle phase. During the preparation phase, the user can adjust the pieces in the battle area, for example, moving pieces from the preparation area to the battle area, or moving pieces from the battle area to the preparation area, or adjusting the positions of pieces in the battle area, or adjusting the positions of pieces in the preparation area, etc. During the battle phase, the user can no longer adjust the pieces in the battle area; the pieces in the battle area will automatically engage in battle with the opponent's pieces. It should be noted that in this application, virtual pieces can be simply referred to as pieces. Moving a piece into the battle area can also be called deploying or putting the piece on the field; moving a piece out of the battle area can also be called removing the piece from the field. All pieces displayed in the battle area can be referred to as the deployed lineup.

[0072] In some embodiments, a game interface for a chess game is displayed. The game interface includes a chessboard, which is an area used for preparing for and conducting the game. The chessboard can be any of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard; this application does not limit this. Optionally, the chessboard is divided into a preparation area and a battle area. The preparation area displays virtual pieces to be selected for the virtual game, i.e., the area on the chessboard where the game is prepared. The battle area displays virtual pieces selected for the virtual game, i.e., the area on the chessboard where the game takes place. The battle area includes several squares of the same or different sizes, used to place virtual pieces for the battle phase. The preparation area includes several candidate piece positions for placing candidate virtual pieces. These candidate virtual pieces do not participate in the battle phase but can be deployed to the battle area during the preparation phase. Optionally, the game interface may display one or more chessboards. This is illustrative; if the game interface displays multiple chessboards, each chessboard is used for a virtual game. Optionally, each chessboard may have its own preparation area, or at least two chessboards displayed on the game interface may share a preparation area; this is not limited here.

[0073] Virtual pieces refer to the core virtual elements used in virtual matches, serving as the basic units for forming the lineup and achieving synergy effects. Illustratively, virtual pieces are core virtual elements (like virtual characters) that players can manipulate (select, move, replace) during the preparation phase and automatically participate in the battle during the combat phase. In this application, virtual pieces function as part of the lineup, interacting with enemy pieces during the combat phase when placed in the combat area. Furthermore, virtual pieces carry synergy attributes and are key elements for activating synergy effects. The following mainly explains the configuration process of synergy attributes and the automatic activation process of synergy effects.

[0074] Step 620: Display the attribute configuration area.

[0075] The attribute configuration area is used to configure the synergy attributes of virtual pieces participating in virtual matches. In some embodiments, the attribute configuration area is displayed in the match interface. Optionally, in the match interface, the attribute configuration area is displayed on top of the chessboard; illustratively, the attribute configuration area is displayed on top of the chessboard with a certain degree of transparency to avoid obscuring the chessboard. Alternatively, in the match interface, the attribute configuration area and the chessboard area are displayed separately; illustratively, the match interface includes area 1 and area 2, which do not overlap (or obscure each other), with area 1 displaying the attribute configuration area and area 2 displaying the chessboard.

[0076] Synergy attributes are used to activate synergy effects between virtual pieces. These effects include the combat results generated by the synergy between virtual pieces. For illustrative purposes, synergy attributes (such as "Wizard," "Brawler," "Sorcerer," etc.) are the basic criteria for determining whether a piece can participate in activating a specific combat effect. A virtual piece can have one or more synergy attributes. The combat effects include at least one of the following: buffs to friendly virtual pieces and debuffs to enemy virtual pieces; no specific limitation is made here.

[0077] Optionally, the synergy effect is activated when the number of virtual pieces with synergy attributes in the battle area reaches the activation threshold. Optionally, after a synergy effect is activated, the recipients of the synergy effect can be all pieces in the battle area, or only some of the pieces that participated in activating the synergy effect. For example, after pieces 1 and 2 activate their synergy effect, pieces 1 and 2 gain the corresponding synergy effect, or all pieces in the battle area gain the corresponding synergy effect. This is not limited here. Optionally, pieces in the battle area gain the synergy effect either immediately after activation or at the start of the battle phase. Optionally, synergy effects have levels or tiers; the same synergy attribute corresponds to multiple levels / tiers of synergy effects, and different levels / tiers of synergy effects have different activation conditions. For example, regarding the Mage attribute, the activation condition is that the number of units with the Mage attribute in the combat area reaches 2 (Tier 1) / 4 (Tier 2) / 6 (Tier 3). The corresponding synergy effect for Tier 1 is a 10% mana bonus, for Tier 2 it's a 20% mana bonus, and for Tier 3 it's a 30% mana bonus. Therefore, when there are 3 units with the Mage attribute in the combat area, the Tier 1 activation condition is met, and the activated synergy effect is a 10% mana bonus to all units with the Mage attribute in the combat area.

[0078] In some embodiments, the attribute configuration area is a configuration area displayed when a virtual match starts. This area is used to uniformly configure the synergy attributes used throughout the entire virtual match. For example, when a user starts a virtual match, the attribute configuration interface is displayed, allowing the user to select one or more synergy attributes as the synergy attributes used for automatic preparation in that virtual match. In the above embodiment, the user only needs to configure the synergy attributes once when the match starts; the automatic preparation (exchange, deployment) for the entire match is based on this configuration, eliminating the need for repeated operations in each round. This is especially suitable for users who prefer simple operations and do not want to frequently adjust their strategies. Furthermore, this embodiment reduces strategic decision-making interference during the match, allowing users to focus on core operations such as piece positioning and resource allocation, without spending time thinking about "which synergy to exchange" each round, thus lowering the learning and usage threshold for novice users.

[0079] In other embodiments, the attribute configuration area is an area displayed based on user operations during a virtual game. That is, the user can open the attribute configuration area at any time during a virtual game to configure synergy attributes, and different synergy attributes can be configured in different rounds. Optionally, an attribute configuration control is displayed on the game interface of the chess game, and the attribute configuration area is displayed in response to a trigger operation on the attribute configuration control. The trigger operation includes at least one of the following: single-click operation, double-click operation, long-press operation, voice command operation, gesture command operation, etc., which is not limited here. Optionally, the preparation area includes an attribute configuration control. Optionally, the attribute configuration control is displayed during the preparation phase and de-displayed during the game phase; or the attribute configuration control is triggerable during the preparation phase and not triggerable during the game phase. In the above embodiments, by providing attribute configuration controls on the game interface (e.g., in the preparation area), the operation steps for users to configure synergy attributes are simplified, the efficiency of human-computer interaction is improved, and the attribute configuration controls allow users to configure synergy attributes at any time during the game. Users can adjust their synergy configuration in real time according to the current situation and the opponent's strategy to cope with various changes and improve the user's game experience.

[0080] In other embodiments, the attribute configuration area includes a global configuration area and a single-game configuration area. The global configuration area is used to uniformly configure the synergy attributes used throughout the entire virtual game, while the single-game configuration area is used to configure the synergy attributes used in a single round within the virtual game. Illustratively, when a user starts a virtual game, the global configuration area is displayed, where the user can select one or more synergy attributes as the synergy attributes used for automatic preparation in that virtual game. During the preparation phase of each round, the preparation area includes attribute configuration controls. Triggering these controls displays the single-game configuration area, which shows one or more synergy attributes selected by the user in the global configuration area. The user can select at least one synergy attribute from these synergy attributes. Alternatively, when a user starts a virtual game, the global configuration area is displayed, where the user can select a primary synergy attribute. During the preparation phase of each round, the preparation area includes attribute configuration controls. Triggering these controls displays the single-game configuration area, where the user can select a secondary synergy attribute. For a description of primary and secondary synergy attributes, please refer to the following step-by-step embodiments; they will not be repeated here. In the above embodiments, global configuration ensures that the core direction of the overall battle strategy does not deviate, avoiding strategy confusion; while single-round configuration allows users to supplement strategy details according to the needs of the current round, avoiding the limitations of a single solution.

[0081] Step 630: Receive configuration operations for the first bond attribute in the attribute configuration area.

[0082] The first synergy attribute refers to the synergy attribute configured in the current configuration operation. The first synergy attribute can contain one or more synergy attributes. Optionally, the configuration operation includes at least one of the following operations:

[0083] 1. Drag the chess piece icon displayed on the game interface to the attribute configuration area.

[0084] Optionally, receiving a drag operation on the target piece icon displayed in the game interface can be used as a configuration operation for the first synergy attribute. The virtual piece corresponding to the target piece icon has the first synergy attribute. The target piece icon can include at least one of the following: a piece icon in the player's battle area, a piece icon in the player's preparation area, a piece icon in the opponent's battle area, or a piece icon in the opponent's preparation area; no specific limitation is imposed here.

[0085] In some embodiments, the target virtual piece corresponding to the target piece icon has one or more synergy attributes. When the target virtual piece has one synergy attribute, dragging the target piece icon to the attribute configuration area means that the synergy attribute of the target virtual piece is selected as the first synergy attribute. When the target virtual piece has multiple synergy attributes, dragging the target piece icon to the attribute configuration area means that the multiple synergy attributes of the target virtual piece are selected as the first synergy attribute; or, dragging the target piece icon to the attribute configuration area displays the multiple synergy attributes of the target virtual piece, and one or more of the multiple synergy attributes are selected as the first synergy attribute.

[0086] In the above embodiments, configuration is triggered directly by dragging existing chess piece icons, which is simple and intuitive, improving the efficiency of human-computer interaction. In addition, the draggable target chess piece icons cover both the player's (battle / preparation area) and the enemy's (battle / preparation area), so that the synergy attributes configured by the player are not limited to the player's existing synergy attributes, increasing the diversity of configurable synergy attributes.

[0087] 2. Select from at least one candidate synergy attribute provided in the attribute configuration area.

[0088] Optionally, at least one candidate synergy attribute is displayed in the attribute configuration area; a first selection operation is received for the first synergy attribute among the at least one candidate synergy attributes, the first selection operation serving as a configuration operation for the first synergy attribute. Optionally, one or more candidate synergy attributes are selected as the first synergy attribute from the at least one candidate synergy attributes.

[0089] In the above embodiments, the attribute configuration area provides at least one candidate synergy attribute. Users can select a first synergy attribute from at least one candidate synergy attribute. Providing candidate synergy attributes for users to choose from makes the configuration process more intuitive and easier to understand, reducing the operational difficulty for users. In addition, the attribute configuration area directly displays at least one candidate synergy attribute (usually covering the entire synergy system in the game), allowing users to choose more diverse synergy attributes without being limited by existing pieces.

[0090] In some embodiments, at least one candidate synergy attribute includes the synergy attribute of virtual pieces owned by the first account. Wherein, at least one candidate synergy attribute includes at least one of the following:

[0091] (1) At least one candidate synergy attribute is determined based on the synergy attribute corresponding to the activated synergy effect in the battle area.

[0092] For illustration purposes, if the synergy attributes corresponding to the activated synergy effects in the battle area include synergy attribute A and synergy attribute B, then at least one candidate synergy attribute includes synergy attribute A and synergy attribute B.

[0093] In some embodiments, at least one candidate synergy attribute is displayed in the attribute configuration area in a first display order. Illustratively, at least one candidate synergy attribute includes synergy attribute A, synergy attribute B, and synergy attribute C, and is displayed in the order of synergy attribute A, synergy attribute B, and synergy attribute C; or at least one candidate synergy attribute is displayed in the order of synergy attribute C, synergy attribute B, and synergy attribute A.

[0094] Optionally, the first display order is determined based on the recommendation level corresponding to at least one candidate synergy attribute. The candidate synergy attribute with a higher recommendation level appears earlier in the first display order. That is, in the first display order, the recommendation level of the synergy attribute displayed earlier is greater than that of the synergy attribute displayed later. For example, for the first display order: synergy attribute A, synergy attribute B, and synergy attribute C, the recommendation level is: synergy attribute A > synergy attribute B > synergy attribute C.

[0095] It should be noted that, in this embodiment, at least one candidate synergy data can be displayed in other ways depending on the degree of recommendation. For example, multiple circular icons can be displayed in the attribute configuration area, each icon representing a candidate synergy attribute. The larger the area of ​​the circular icon and the closer its position is to the center of the attribute configuration area, the higher the recommendation degree of the corresponding candidate synergy attribute. This embodiment does not limit the display method of at least one candidate area.

[0096] Optionally, the method for determining the first display order includes at least one of the following methods:

[0097] Method 1: Determine the first display order based on the number of pieces with synergy effects corresponding to at least one candidate synergy attribute.

[0098] The number of pieces with synergy effects refers to the number of virtual pieces in the battle area that participate in activating synergy effects.

[0099] Indicatively, the activated synergy effects in the battle area are synergy effect a and synergy effect b, where synergy effect a corresponds to synergy attribute A and synergy effect b corresponds to synergy attribute B. Synergy effect a is activated by virtual pieces 1 and 2 in the battle area, and synergy effect b is activated by virtual pieces 1, 2 and 3 in the battle area. Therefore, the number of pieces for synergy effect a (2) is less than the number of pieces for activating effect b (3). Thus, in the first display order, synergy attribute A is placed after synergy attribute B.

[0100] Method 2: Determine the first display order based on the synergy effect level corresponding to at least one candidate synergy attribute.

[0101] For illustration purposes, the active synergy effects within the battle area are Synergy Effect A and Synergy Effect B, where Synergy Effect A is at level 1 and Synergy Effect B is at level 2. Therefore, in the first display order, Synergy Attribute A is displayed after Synergy Attribute B. If Synergy Effect A and Synergy Effect B are at the same level, the order of Synergy Attribute A and Synergy Attribute B is randomly determined in the first display order; either Synergy Attribute A will be displayed after Synergy Attribute B, or Synergy Attribute B will be displayed after Synergy Attribute A.

[0102] In some embodiments, the number of pieces corresponding to the third and fourth synergy attributes in at least one candidate synergy attribute is the same, and the first display order is determined according to the synergy effect level corresponding to the third and fourth synergy attributes.

[0103] In the above embodiments, at least one candidate synergy attribute can be implemented as the synergy attribute corresponding to the activated synergy effect in the battle area. Users can directly select the corresponding synergy attribute as the first synergy attribute from the activated synergy effect, so that automatic preparation can be carried out on the basis of the original synergy effect, and an effective preparation plan can be quickly formed, thus improving the efficiency of preparation.

[0104] (2) At least one candidate synergy attribute is determined based on the synergy attributes of virtual pieces in the preparation area and the battle area.

[0105] For illustration, the preparation area includes virtual piece 'a', and the battle area includes virtual piece 'b'. Virtual piece 'a' has synergy attribute C, and virtual piece 'b' has synergy attributes D and E. Therefore, at least one candidate synergy attribute includes synergy attributes C, D, and E. However, assuming the first account owns virtual pieces with synergy attribute E, and the synergy effect 1 corresponding to synergy attribute E activated in the battle area is the highest-level synergy attribute corresponding to synergy attribute E, then at least one candidate synergy attribute does not include synergy attribute E.

[0106] In some embodiments, at least one candidate synergy attribute is displayed in the attribute configuration area in a second display order. Optionally, the second display order is determined based on the recommendation level corresponding to each of the at least one candidate synergy attribute, with the candidate synergy attribute having a higher recommendation level appearing earlier in the second display order.

[0107] Optionally, the second display order is determined based on the number of pieces corresponding to at least one candidate synergy attribute, where the number of pieces refers to the number of pieces with candidate synergy attributes in the preparation area and the battle area. For example, assuming there are 3 pieces with synergy attribute A in the preparation area and the battle area, and 1 piece with synergy attribute B in the preparation area and the battle area, then in the second display order, synergy attribute A appears before synergy attribute B. In some embodiments, if the total number of pieces with synergy attribute A and synergy attribute B is the same in the preparation area and the battle area, it is determined whether the synergy effects of synergy attributes A and B are activated in the battle area. If the synergy effect of synergy attribute A is activated but the synergy effect of synergy attribute B is not activated, then in the second display order, synergy attribute A is placed before synergy attribute B. If the synergy effects of synergy attribute A and synergy attribute B are activated, and the level of the synergy effect of synergy attribute A is higher than that of the synergy effect of synergy attribute B, then in the second display order, synergy attribute A is placed before synergy attribute B. If the level of the synergy effect of synergy attribute A is equal to that of the synergy effect of synergy attribute B, then in the second display order, the order of synergy attributes A and synergy attribute B is randomly determined, which could be either synergy attribute A being placed after synergy attribute B or synergy attribute B being placed after synergy attribute A.

[0108] In the above embodiments, the candidate synergy attributes are directly derived from the synergy attributes of the pieces to be deployed in the preparation area and the pieces already deployed in the battle area. This ensures that the synergy attributes selected by the user are supported by actual pieces, rather than synergies that cannot be achieved by selecting empty pieces (such as selecting "Wizard" but having no "Wizard" pieces). This prevents the automatic preparation from failing due to the user mistakenly selecting a synergy that is out of reach of resources.

[0109] It should be noted that the examples of at least one candidate synergy attribute mentioned above are merely illustrative and this application does not limit them.

[0110] In some embodiments, the attribute configuration area also displays other candidate synergy attributes, which are synergy attributes provided in the board game other than the at least one candidate synergy attribute mentioned above. Optionally, the other candidate synergy attributes are synergy attributes selected by the client based on popularity, where popularity can be calculated based on the following factors: 1) Usage frequency: the number or frequency with which a certain synergy attribute is selected by users in the game; 2) Win rate: the average win rate of users playing the game using that synergy attribute; 3) Community discussion: the popularity of user discussions about a certain synergy attribute on platforms such as social media and game forums, including the quantity and quality of discussions. Optionally, other candidate synergy attributes are displayed in the attribute configuration area in a third display order based on popularity, where the higher the popularity, the higher the position in the third display order.

[0111] In some embodiments, the attribute configuration area includes an attribute selection sub-area, which displays at least one candidate synergy attribute or displays at least one candidate synergy attribute and other candidate synergy attributes. Optionally, the attribute selection sub-area displays at least one candidate synergy attribute and other candidate synergy attributes separately by partitioning, for example: the attribute selection sub-area is divided into a "My Own" partition and an "Other Synergies" partition, with at least one candidate synergy attribute displayed in the "My Own" partition and other candidate synergy attributes displayed in the "Other Synergies" partition.

[0112] In some embodiments, the attribute configuration area includes a bond attribute configuration location and an attribute selection sub-area. In response to receiving a trigger operation on the bond attribute configuration location, at least one candidate bond attribute is displayed in the attribute selection sub-area, or at least one candidate bond attribute and other candidate bond attributes are displayed. The selection operation on the first bond attribute in the attribute selection sub-area is received as a configuration operation.

[0113] In some embodiments, in response to receiving a configuration operation for a first bond attribute in the attribute configuration area, an attribute icon of the first bond attribute is displayed in the bond attribute area. Optionally, in response to receiving a selection operation for a first bond attribute in the attribute selection sub-area, an attribute icon of the first bond attribute is displayed in the bond attribute configuration position. The attribute icon includes at least one of a graphic identifier, a text identifier, etc., corresponding to the first bond attribute.

[0114] In some embodiments, if a user selects multiple candidate synergy attributes as the first synergy attribute, these multiple candidate synergy attributes have corresponding priorities. For example, the first synergy attribute includes primary synergy attributes and secondary synergy attributes. Optionally, the preparation priority of virtual pieces with primary synergy attributes is higher than that of virtual pieces with secondary synergy attributes. The preparation priority is used to determine the order of actions of virtual pieces in the preparation area, such as the placement order of virtual pieces in the preparation area, and the order in which virtual pieces are deployed from the preparation area to the battle area. The preparation priority can be implemented as at least one of the following: the placement priority of virtual pieces in the preparation area, and the deployment priority of virtual pieces in the battle area. The placement priority is used to determine the placement order of virtual pieces in the preparation area, and the deployment priority is used to determine the order in which virtual pieces are deployed to the battle area.

[0115] Optionally, the system receives configuration operations for primary and secondary synergy attributes in the attribute configuration area. Illustratively, at least one candidate synergy attribute is displayed in the attribute configuration interface, from which candidate synergy attribute 1 is selected as the primary synergy attribute, and candidate synergy attribute 2 is selected as the primary synergy attribute. Specifically, the first configured candidate synergy attribute is used as the primary synergy attribute, and subsequent configured candidate synergy attributes are also used as primary synergy attributes; alternatively, the candidate synergy attribute configured in the first configuration position is used as the primary synergy attribute, and the candidate synergy attribute configured in the second configuration position is used as the secondary synergy attribute, with the first and second configuration positions located in different positions within the attribute configuration area.

[0116] In the above embodiments, users can configure multiple synergy attributes in the attribute configuration area, and the preparation priorities of multiple synergy attributes are different. This is conducive to the orderly execution of the automatic preparation process and avoids the situation of deployment conflicts (such as: there is only one deployment slot in the battle area, but two virtual chess pieces meet the deployment conditions, and the two virtual chess pieces are deployed in the battle area at the same time, causing a conflict). This reduces errors in the automatic preparation process and improves the accuracy and efficiency of preparation.

[0117] Step 640: Display the automatic preparation process for the virtual game based on the configuration operation.

[0118] The automatic preparation process includes at least one of the following: automatically placing the first virtual piece into the preparation area or automatically deploying the first virtual piece into the battle area. The first virtual piece has the first synergy attribute. The automatic placement and automatic deployment processes are explained below.

[0119] (a) Automatic placement.

[0120] Optionally, the first virtual chess piece with the first synergy attribute is automatically placed in the preparation area. This first virtual chess piece with the first synergy attribute can be a virtual chess piece automatically drawn or distributed to the user by a background program; it can also be a virtual chess piece in the chess piece exchange area, etc. The following explanation primarily uses the example of the first virtual chess piece being a virtual chess piece in the chess piece exchange area.

[0121] Optionally, the attribute configuration area includes an auto-placement option; when the auto-placement option is selected, the first virtual piece with the first synergy attribute is automatically placed in the preparation area.

[0122] Optionally, a chess piece exchange area is displayed, which provides at least one virtual chess piece to be exchanged. If a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, the first virtual chess piece is automatically exchanged to the preparation area. The chess piece exchange area is an in-game area in turn-based chess games, used to exchange chess pieces used in turn-based chess games. The chess piece exchange area has a certain number of display positions, each displaying one chess piece to be exchanged. Optionally, the chess piece exchange area has a refresh control, which refreshes the display of chess pieces to be exchanged in response to triggering the refresh control. Optionally, each refresh refreshes all the chess pieces displayed in all display positions of the chess piece exchange area, that is, the first batch of chess pieces is displayed before the refresh, and the second batch of chess pieces is displayed after the refresh. Of course, it is possible that the first batch of chess pieces and the second batch of chess pieces may contain the same chess piece.

[0123] In the above scheme, the first virtual chess piece can be a virtual chess piece automatically obtained from the chess piece exchange area. Users do not need to manually go to the chess piece exchange area to buy chess pieces and then drag them to the preparation area, which improves the efficiency of human-computer interaction and preparation efficiency.

[0124] Optionally, if the first virtual piece with the first synergy attribute meets the piece placement requirements, it will be automatically exchanged for the first virtual piece and moved to the preparation area. The exchange of the first virtual piece also requires consideration of at least one of the following piece placement conditions:

[0125] (1) The number of virtual resources owned by the first account.

[0126] Optionally, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the first account has enough virtual resources to reach the required exchange quantity for the first virtual chess piece, the first virtual chess piece will be automatically exchanged. For example, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and exchanging the first virtual chess piece requires 2 virtual coins, then if the user currently has 3 virtual coins, they can exchange for the first virtual chess piece.

[0127] Optionally, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the first account's virtual resources do not yet meet the required exchange quantity for the first virtual chess piece, the chess piece exchange area is locked until the first account's virtual resources reach the required exchange quantity for the first virtual chess piece, at which point the first virtual chess piece is automatically exchanged. Locking the chess piece exchange area means not refreshing the virtual chess pieces in the chess piece exchange area.

[0128] In the above embodiments, by judging whether the amount of virtual resources meets the exchange requirements (e.g., if the exchange requires 2 gold coins and the current amount of 3 gold coins is available, then the exchange will be executed), the system can prevent the system from blindly exchanging when resources are insufficient, thus avoiding the problem of being unable to exchange.

[0129] (2) The activation status of the synergy effect corresponding to the first synergy attribute in the current battle area.

[0130] In some embodiments, the first synergy attribute corresponds to the first synergy effect. Optionally, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and a first synergy effect corresponding to the first synergy attribute to be activated exists in the battle area, the first virtual chess piece is automatically exchanged to the preparation area.

[0131] Optionally, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the first synergy effect corresponding to the first synergy attribute is activated in the battle area, the first virtual chess piece will not be exchanged for the preparation area.

[0132] For illustrative purposes, regarding the first synergy attribute, if the first synergy effect is activated in the battle area, there is no need to exchange for the first virtual piece with the first synergy attribute; if the first synergy effect is not activated in the battle area, then it is necessary to exchange for the first virtual piece with the first synergy attribute.

[0133] In some embodiments, the first synergy effect refers to the synergy effect of the preset level corresponding to the first synergy attribute. Optionally, the preset level can be set to the highest level of the synergy effect corresponding to the first synergy attribute. For example, if the highest level synergy effect corresponding to the first synergy attribute is activated in the battle area, it is not necessary to exchange for the first virtual piece with the first synergy attribute. If there are still synergy effects corresponding to the first synergy attribute to be activated in the battle area, it is necessary to exchange for the first virtual piece with the first synergy attribute. For example, if the first level mage synergy effect is currently activated, and there are still first level mage synergy effects and third level mage synergy effects to be activated, it means that it is necessary to exchange for a piece with the mage attribute.

[0134] The above scheme determines whether to exchange for virtual pieces with specific synergy attributes based on the activation status of synergy effects in the battle area. Only when a first synergy effect awaits activation in the battle area (e.g., the first synergy attribute is "Fighter," there is already one "Fighter" piece in the current battle area, and the "Fighter 2" effect is yet to be activated) will the first virtual piece be automatically exchanged. This ensures that the exchanged pieces directly serve to activate new synergies or upgrade existing ones, helping users quickly gather the number of pieces needed to trigger synergy effects, preventing the lineup from deviating from the preset direction, improving the stability of the lineup formation, avoiding unnecessary resource consumption, and ensuring the effective use of resources.

[0135] (3) The number of virtual pieces with the first synergy attribute in the current preparation area and the battle area.

[0136] Optionally, if a first virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the number of virtual chess pieces with the first synergy attribute in the preparation area and the battle area is less than the activation quantity corresponding to the first synergy attribute, the first virtual chess piece is automatically exchanged to the preparation area.

[0137] Optionally, if a virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the number of virtual chess pieces with the first synergy attribute in the preparation area and the battle area is greater than or equal to the number of activations corresponding to the first synergy attribute, the first virtual chess piece will not be exchanged to the preparation area.

[0138] The activation quantity corresponding to the first synergy attribute refers to the number of virtual pieces required to activate the first synergy effect. For illustrative purposes, if the number of pieces with the first synergy attribute on the current board (including the player's preparation area and player's combat area) is sufficient to activate the first synergy effect, then there is no need to exchange for more first virtual pieces. If the number is still insufficient to activate the first synergy effect, then continue exchanging for more first virtual pieces.

[0139] In some embodiments, the first synergy effect refers to the synergy effect of a preset level corresponding to the first synergy attribute. Optionally, the preset level can be set to the highest level of the synergy effect corresponding to the first synergy attribute. For example, for the first synergy attribute, if the number of pieces with the first synergy attribute on the current board is sufficient to activate the highest level of the synergy effect corresponding to the first synergy attribute, then it is not necessary to exchange for the first virtual piece with the first synergy attribute. If the number of pieces with the first synergy attribute on the current board is insufficient to activate the highest level of the synergy effect corresponding to the first synergy attribute, then it is necessary to exchange for the first virtual piece with the first synergy attribute.

[0140] In the above scheme, the activation quantity corresponding to the first synergy attribute (e.g., activating "Fighter 1" requires 2 pieces, activating the highest level "Fighter 4" requires 4 pieces) is used as the benchmark. Exchanges only occur when the total quantity has not reached the threshold, and stop once the threshold is reached. For example: if the first synergy attribute is Fighter, and activating the highest level requires 4 pieces, and there are already 3 pieces in the current preparation area and battle area, then the 4th piece will be automatically exchanged; if there are already 4 pieces, no further exchange will be made. This avoids the problem of repeatedly exchanging pieces of the same attribute after the synergy activation conditions have been met, and prevents virtual resources from being wasted on redundant pieces.

[0141] It should be noted that the examples of chess piece placement conditions above are merely illustrative, and this application does not limit the chess piece placement conditions. For example, the chess piece placement conditions can be obtained by combining (1), (2), and (3) above.

[0142] The above describes the process of automatically placing the first virtual piece into the preparation area during the automatic preparation phase. Automatic placement reduces the need for manual user operation, making the preparation process more efficient. Users no longer need to drag or click on pieces one by one to the preparation area, significantly saving time spent in the preparation phase and improving preparation efficiency.

[0143] (ii) Automatic deployment.

[0144] Optionally, the first virtual piece can be automatically deployed to the battle area.

[0145] Optionally, the attribute configuration area includes an automatic deployment option; when the automatic deployment option is selected, and the first virtual chess piece with the first synergy attribute meets the chess piece deployment conditions, the first virtual chess piece is automatically deployed to the battle area. Among them, the first virtual chess piece with the first synergy attribute includes at least one of the following: (1) a virtual chess piece displayed in the preparation area; (2) a virtual chess piece in the chess piece exchange area; (3) a virtual chess piece automatically drawn or distributed to the user by the background program.

[0146] In some embodiments, if a first virtual chess piece with a first synergy attribute meets the conditions for being deployed, the first virtual chess piece is automatically deployed to the battle area. The conditions for being deployed include a deployment limit, which indicates the maximum number of virtual chess pieces that can be accommodated in the battle area.

[0147] Optionally, the first virtual piece with the first synergy attribute is displayed in the preparation area; if the first virtual piece with the first synergy attribute meets the conditions for being deployed, the first virtual piece is automatically deployed to the battle area.

[0148] Alternatively, the conditions for a piece to be deployed should be considered from the following two perspectives:

[0149] (1) There are empty slots for deployment within the battle area.

[0150] Among them, "empty space" refers to a chess piece position in the battle area that is still available for deployment.

[0151] Optionally, when the number of virtual pieces in the battle area is less than the deployment limit, the first virtual piece is automatically deployed to the battle area. For illustration, if the number of virtual pieces already deployed in the battle area has not yet reached the deployment limit, that is, if there are empty slots in the battle area, the first virtual piece can be automatically deployed to the battle area. Specifically, if the number of multiple first virtual pieces with the first synergy attribute in the preparation area is less than or equal to the number of empty slots, all multiple first virtual pieces can be deployed to the battle area. If the number of multiple first virtual pieces with the first synergy attribute in the preparation area is greater than the number of empty slots, the multiple first virtual pieces are deployed to the battle area sequentially according to their deployment priority from highest to lowest. When there are no empty slots in the battle area, the process in (2) is executed.

[0152] In the above solution, the process of automatically deploying virtual pieces by setting a limit on the number of pieces that can be deployed is relatively simple and intuitive, avoiding the design of complex algorithms and improving judgment efficiency, thereby improving the efficiency of automatic preparation. Furthermore, this solution eliminates the need for users to manually drag the first virtual piece from the preparation area to an empty space in the battle area. The system automatically identifies empty spaces and deploys the piece, saving the steps of checking empty spaces and manually dragging pieces. Especially when there are multiple first virtual pieces that meet the conditions in the preparation area, all can be automatically filled at once, significantly shortening the operation time in the preparation phase and allowing users to focus more on core strategic operations such as adjusting piece positions and checking synergy effects.

[0153] (2) There are no empty slots for deployment in the battle area.

[0154] Optionally, when the number of virtual pieces in the battle area reaches the deployment limit, and the first virtual piece and the second virtual piece in the battle area meet the replacement condition, the first virtual piece is automatically deployed to the battle area, and the second virtual piece is automatically removed from the battle area. For example, if the number of virtual pieces already deployed in the battle area reaches the deployment limit, i.e., there are no empty slots in the battle area, the first virtual piece is matched with each virtual piece in the battle area. If the first and second virtual pieces meet the replacement condition, the second virtual piece is replaced by the first virtual piece, and the second virtual piece is automatically deployed to the battle area and automatically removed from the battle area. The replaced battle zone contains the first virtual piece, and the quality of the lineup in the replaced battle zone is better than that in the original battle zone. The superior quality of the lineup is manifested in at least one of the following aspects: the number of activated synergy effects in the replaced battle zone is greater than that in the original battle zone; the level of synergy effects in the replaced battle zone is higher than that in the original battle zone; the number of pieces with the first synergy attribute in the replaced battle zone is greater than that in the original battle zone, etc.

[0155] Optionally, the second virtual piece can be discarded after it is automatically removed from the battle area, or exchanged for virtual resources, or placed in the preparation area, etc.

[0156] In the above scheme, after determining that there are no empty slots in the battle area, a second virtual piece that meets the conditions will be automatically selected from the battle area for replacement. The automatic replacement function reduces the tediousness of manual operation by players and improves the efficiency of human-computer interaction. Specifically, when the battle area reaches the maximum number of pieces that can be deployed (no empty slots), the piece will be automatically replaced if the replacement conditions are met, allowing the lineup to continuously introduce better pieces (first virtual pieces). For example, if the battle area is full but the "Fighter" synergy is only activated at level 1, introducing a new "Fighter" piece (first virtual piece) to replace a non-"Fighter" piece (second virtual piece) can activate the level 2 "Fighter" synergy.

[0157] In some embodiments, virtual pieces that do not possess a first synergy attribute exist in the battle area. Optionally, the replacement condition includes at least one of the following:

[0158] Scenario 1: The second virtual piece does not possess the first synergy attribute and its synergy effect is not activated. This is illustrative; when the second virtual piece does not possess the first synergy attribute and no synergy effect is activated, choose to replace the second virtual piece.

[0159] Scenario 2: The second virtual piece does not possess the first synergy attribute, and the level of the activated second synergy effect is lower than the level of the first synergy effect. The first synergy effect refers to the synergy effect expected to be activated after the first virtual piece is deployed to the combat zone. For illustrative purposes, the first synergy effect refers to the synergy effect corresponding to the first synergy attribute expected to be activated in a lineup formed by the first virtual piece and other virtual pieces besides the second virtual piece after it is deployed to the combat zone. If the level of the first synergy effect is higher than the second synergy effect, then the second virtual piece is replaced.

[0160] In the above scenario, by replacing virtual pieces that do not possess the first synergy attribute, the lineup in the battle area can be automatically adjusted according to the configured first synergy attribute, ensuring that the pieces in the lineup can successfully activate the synergy effect corresponding to the first synergy attribute.

[0161] In other embodiments, there are no virtual pieces in the battle area that do not have the first synergy attribute; that is, all virtual pieces currently displayed in the battle area have the first synergy attribute. Optionally, the replacement condition includes at least one of the following:

[0162] Scenario 3: The second virtual piece has the first synergy attribute and its level is lower than the first virtual piece's level. For illustration purposes, if the second virtual piece has the first synergy attribute but its level is lower than the current first virtual piece's level, then the second virtual piece is replaced.

[0163] Scenario 4: The second virtual piece possesses the first synergy attribute, and the number of activated synergy effects for the second virtual piece is less than the number of activated synergy effects for the first virtual piece. The number of activated synergy effects for the second virtual piece refers to the number of activated synergy effects in the current deployed lineup. The number of activated synergy effects for the first virtual piece refers to the number of activated synergy effects in the deployed lineup corresponding to the first virtual piece. The deployed lineup corresponding to the first virtual piece refers to the lineup composed of the first virtual piece and the third virtual piece, which includes all pieces except the second virtual piece. Deployed lineup refers to the pieces currently in the battle zone. For illustrative purposes, the original deployed lineup in the battle zone (including the second virtual piece) is referred to as the first deployed lineup, and the lineup composed of the first virtual piece and all pieces except the second virtual piece (including but not including the first virtual piece) is referred to as the second deployed lineup. If the number of activated synergy effects in the first deployed lineup is less than the number of activated synergy effects in the second deployed lineup, then the second virtual piece is replaced.

[0164] In the above situations, by replacing virtual pieces with lower levels or fewer activated synergy effects, it is possible to ensure that the pieces deployed are configured better in terms of level and synergy effects, which helps to improve the overall strength of the lineup and gives the user a greater advantage in battle.

[0165] It should be noted that the distances for the replacement conditions mentioned above are merely illustrative and are not intended to be limiting.

[0166] In some embodiments, when the first synergy effect corresponding to the first synergy attribute is not activated in the battle area, if the first virtual piece with the first synergy attribute meets the conditions for deployment, the first virtual piece will be automatically deployed to the battle area. This is illustrative; for the first synergy attribute, if the first synergy effect is activated in the battle area, it is not necessary to deploy the first virtual piece with the first synergy attribute; if the first synergy effect is not activated in the battle area, it is necessary to deploy the first virtual piece with the first synergy attribute.

[0167] In some embodiments, the first synergy effect refers to the synergy effect of a preset level corresponding to the first synergy attribute. Optionally, the preset level can be set to the highest level of the synergy effect corresponding to the first synergy attribute. For example, if the highest level of the synergy effect corresponding to the first synergy attribute is activated in the battle area, it is not necessary to deploy the first virtual piece with the first synergy attribute. If the highest level of the synergy effect corresponding to the first synergy attribute is not activated in the battle area, it is necessary to deploy the first virtual piece with the first synergy attribute.

[0168] The above describes the process of automatically deploying the first virtual piece to the battle area during the automatic preparation phase. Automatic deployment reduces the need for manual user operation, making the preparation process more efficient. Users no longer need to drag or click on pieces one by one to the battle area, significantly saving time spent in the preparation phase and improving preparation efficiency.

[0169] Optionally, the above-mentioned automatic combat readiness process includes at least one of the following processes:

[0170] (1) The automatic preparation process includes the automatic placement of the first virtual chess piece into the preparation area. Based on the configuration operation, the first virtual chess piece with the first synergy attribute is displayed and automatically placed into the preparation area. That is, only the preparation process of automatically placing chess pieces into the preparation area (i.e., the automatic placement (a) mentioned above) is executed, and the pieces can be manually or automatically deployed according to the virtual chess pieces displayed in the preparation area.

[0171] (2) The automatic preparation process includes the automatic deployment of the first virtual piece to the battle area. Based on the configuration operation, if the first virtual piece with the first synergy attribute meets the conditions for deployment, the first virtual piece will be automatically deployed to the battle area. If virtual pieces are placed automatically or manually in the preparation area, the automatic deployment process to the battle area will be executed based on the virtual pieces placed in the preparation area (i.e., the automatic deployment (II) mentioned above).

[0172] (3) The automatic preparation process includes the automatic placement of the first virtual chess piece in the preparation area and the automatic deployment of the first virtual chess piece in the battle area. Based on the configuration operation, the first virtual chess piece with the first synergy attribute is automatically placed in the preparation area; if the first virtual chess piece displayed in the preparation area meets the conditions for deployment, the first virtual chess piece is automatically deployed in the battle area. Illustratively, after automatically placing a virtual chess piece in the preparation area according to the process described in Automatic Placement (I), it is determined whether the automatically placed virtual chess piece meets the conditions for deployment. If it does, the virtual chess piece is deployed (i.e., Automatic Deployment (II)). In this scheme, the user does not need to manually perform the multi-step operation of finding the target chess piece → exchanging → dragging to the preparation area → dragging to the battle area. Only by configuring the synergy attribute in the early stage can the process of automatically placing and deploying chess pieces in the preparation area be triggered, further improving the preparation efficiency in chess games.

[0173] In summary, the virtual game preparation method provided in this application provides an attribute configuration interface in the chess game. Users can configure the synergy attributes of virtual chess pieces participating in the virtual game within this interface. The method then automatically prepares for the game based on the user-configured synergy attributes. This includes at least one preparation process: automatically placing virtual chess pieces in the preparation area and automatically deploying virtual chess pieces to the battle area. This reduces the time required for users to determine their lineup of chess pieces (a lineup capable of successfully activating synergy effects), avoids synergy effect activation failures due to user errors, improves human-computer interaction efficiency, and reduces resource waste caused by user errors. Furthermore, automatic preparation through synergy attribute configuration allows users to focus on developing strategies such as virtual chess piece positioning during the game, improving the user's success rate and overall game experience.

[0174] In some embodiments, the above-described automatic preparation process includes automatically placing the first virtual chess piece into the preparation area and automatically deploying the first virtual chess piece into the battle area. For illustration, please refer to Figure 7. The embodiment shown in Figure 6 further includes steps 710 to 742. It should be noted that the embodiment in Figure 7 can be implemented before, after, or independently of the embodiments in Figure 6 or 9; this application does not limit this.

[0175] Step 710: Display the preparation area and the playing area for the board game.

[0176] Optionally, the game board is divided into a preparation area and a battle area. The preparation area displays virtual pieces that are to be selected to participate in the virtual game, while the battle area displays virtual pieces that have been selected to participate in the virtual game.

[0177] The virtual pieces include, but are not limited to, at least one of various virtual elements such as virtual heroes, virtual minions, and virtual pets.

[0178] Step 720: Display the attribute configuration area.

[0179] The attribute configuration area is used to configure the synergy attributes of virtual pieces that participate in virtual matches.

[0180] The "Synergy" attribute indicates the type of synergy effect that a virtual piece can activate, such as: Wizard, Fighter, Mage, Warlock, Spirit Blossom, Paperclip Fairy, Warrior, Venerable, Shapeshifter, Summoner, Magician, Scholar, etc. A single virtual piece can have one or more synergy attributes.

[0181] The synergy effect includes the combat effects generated by the cooperation between virtual pieces. Synergy effects can include at least one of the following: buffs and debuffs. Optionally, synergy effects can be implemented as at least one of the following: buffs to friendly pieces and debuffs to enemy pieces. For example, synergy effects can be buffs or debuffs to piece attributes, such as increasing a piece's attack power, defense, health, or skill cooldown time, or decreasing a piece's health, restricting its movement range, or increasing its skill cooldown time. Synergy effects can also be other types of buffs or debuffs, such as granting a shield at the start of the combat phase, reducing the enemy's mana, gaining extra gold each round, copying friendly pieces, or increasing the combat power of allied pieces after the death of a friendly piece; these are not limited here.

[0182] Optionally, an attribute configuration control is displayed on the game interface of the chess game, and the attribute configuration area is displayed in response to receiving a trigger operation on the attribute configuration control.

[0183] Step 730: Receive configuration operations for the first bond attribute in the attribute configuration area.

[0184] Optionally, the configured operations include, but are not limited to, at least one of the following: long press, click, swipe, voice command, and gesture command.

[0185] Optionally, at least one candidate synergy attribute is displayed in the attribute configuration area; a selection operation on the first synergy attribute among the at least one candidate synergy attribute is received as a configuration operation. Illustratively, the attribute configuration area includes a synergy attribute configuration position and an attribute selection sub-area. In response to receiving a trigger operation on the synergy attribute configuration position, at least one candidate synergy attribute is displayed in the attribute selection sub-area; a selection operation on the first synergy attribute among the at least one candidate synergy attribute is received as a configuration operation.

[0186] Step 741: Based on the configuration operation, the first virtual piece is automatically placed in the preparation area.

[0187] In some embodiments, the first virtual chess piece is a chess piece redeemed from the chess piece exchange area.

[0188] Optionally, a chess piece exchange area is displayed, containing at least one exchangeable virtual chess piece. If a first virtual chess piece with a first synergy attribute exists in the chess piece exchange area, the first virtual chess piece is automatically exchanged to the preparation area. For illustration, if a first virtual chess piece with a first synergy attribute exists in the chess piece exchange area, and the highest-level synergy effect corresponding to the first synergy attribute is not activated in the battle area, then the exchange of the first virtual chess piece is confirmed. If the first account's virtual resources reach the required exchange quantity for the first virtual chess piece, the first virtual chess piece is automatically exchanged. If the first account's virtual resources do not reach the required exchange quantity for the first virtual chess piece, the chess piece exchange area is locked until the first account's virtual resources reach the required exchange quantity, at which point the first virtual chess piece is automatically exchanged. Locking the chess piece exchange area means not refreshing the virtual chess pieces in the chess piece exchange area.

[0189] Optionally, if a virtual chess piece with the first synergy attribute exists in the chess piece exchange area, and the highest level synergy effect corresponding to the first synergy attribute is activated in the battle area, then it is not necessary to exchange for the first virtual chess piece with the first synergy attribute.

[0190] In other embodiments, if the duration of the unused state in the piece exchange area reaches a preset duration, a target virtual piece is determined from at least one virtual piece in the piece exchange area based on the matching degree between at least one virtual piece in the current piece exchange area and a virtual piece in the battle area; wherein, the unused state refers to the state in which there is no first virtual piece with the first synergy attribute in the piece exchange area; the target virtual piece is automatically exchanged to the preparation area. Illustratively, when there is no virtual piece with the first synergy attribute in the piece exchange area, the piece exchange area is considered to be in an unused state. When the duration of this unused state reaches the preset duration, in order to ensure a sufficient number of pieces to be deployed, exchanges will be made from the virtual pieces displayed in the current piece exchange area. The preset duration can be set to a duration associated with the preparation period of the preparation phase, for example, one-quarter or one-fifth of the preparation period. Optionally, the target virtual piece is the piece among at least one virtual piece with the highest matching degree with a virtual piece in the battle area.

[0191] Optionally, the above matching degree includes at least one of the following:

[0192] Synergy Score: For each virtual chess piece in the chess piece exchange area, calculate whether it can activate a synergy effect with existing chess pieces in the battle area. If it can, the synergy score is higher; if not, the synergy score is lower. Furthermore, if it can, determine the level of the activated synergy effect. The higher the level, the higher the synergy score.

[0193] Skill complementarity score: Analyze the skills of each piece in the piece exchange area, and the complementarity of these skills with the skills of existing pieces in the battle area; calculate a complementarity score for each piece based on the complementary relationship between skills (such as the combination of control skills and output skills, the combination of healing skills and defensive skills, etc.).

[0194] Combat Power Boost Score: Analyzes the combat power boost value of each virtual piece in the piece exchange area. This can be achieved by simulating the overall combat power change after adding pieces to the battle area.

[0195] In some embodiments, the synergy score, skill complementarity score, and combat power enhancement score are weighted and summed according to preset weights to obtain the matching degree of each virtual chess piece in the chess piece exchange area; the chess piece with the highest matching degree is selected as the target virtual chess piece. Based on the weighted calculation of synergy score, skill complementarity score, and combat power enhancement score, the chess piece with the highest matching degree with the current battle zone lineup (such as chess pieces that can activate new synergies, make up for skill shortcomings, and improve overall combat power) is selected to avoid blindly exchanging unrelated chess pieces. For example, if there are already offensive chess pieces in the battle zone, the system will prioritize exchanging healing chess pieces (high skill complementarity score); or chess pieces that can activate the "Fighter 2" synergy after exchange (high synergy score), ensuring that the target chess piece can effectively optimize the lineup.

[0196] In the above embodiments, if there are no virtual chess pieces with the first synergy attribute in the chess piece exchange area, to ensure that users acquire enough virtual chess pieces during the preparation phase, the system will automatically determine the chess pieces to be exchanged based on the current lineup, thereby improving preparation efficiency. Specifically, when the chess piece exchange area is unused due to the lack of chess pieces with the first synergy attribute, this embodiment will proactively select target chess pieces for exchange from the chess piece exchange area after a preset time interval, making full use of each round's exchange opportunity to replenish the lineup with usable chess pieces and prevent resources from being idle during the preparation phase.

[0197] Step 742: If the first virtual piece in the preparation area meets the conditions for being deployed, the first virtual piece is automatically deployed to the battle area.

[0198] Optionally, the conditions for placing pieces need to be considered from the following two situations: (1) When the number of virtual pieces in the battle area is less than the placement limit, the first virtual piece is automatically placed into the battle area. (2) When the number of virtual pieces in the battle area reaches the placement limit, and the first virtual piece and the second virtual piece in the battle area meet the replacement conditions, the first virtual piece is automatically placed into the battle area, and the second virtual piece is automatically removed from the battle area.

[0199] Optionally, the replacement conditions include at least one of the following:

[0200] Scenario 1: The second virtual piece does not possess the first synergy attribute and its synergy effect is not activated. (Illustratively, when the second virtual piece lacks the first synergy attribute and has no activated synergy effects, replace the second virtual piece.) Scenario 2: The second virtual piece does not possess the first synergy attribute, and the level of the activated second synergy effect is lower than the level of the first synergy effect. Scenario 3: The second virtual piece possesses the first synergy attribute, and its piece level is lower than the first virtual piece's piece level. Scenario 4: The second virtual piece possesses the first synergy attribute, and the number of activated synergy effects on the second virtual piece is less than the number of activated synergy effects on the first virtual piece.

[0201] For illustrative purposes, please refer to Figure 8. Assuming the user's configured synergy attribute is Warlock, when the virtual pieces in the piece exchange area 830 refresh, the client will automatically determine which virtual pieces in the current piece exchange area 830 meet the piece placement conditions and automatically exchange the qualified virtual pieces to the preparation area. As shown in Figure 8, the piece exchange area 830 displays virtual pieces W, H, R, S, and Y. As shown in Figure 8, virtual piece W's synergy attribute includes Warlock, therefore virtual piece W meets the piece placement conditions and is automatically exchanged to the preparation area 810. If there are no virtual pieces with the Warlock attribute in the piece exchange area 830, no exchange will be performed.

[0202] Optionally, before exchanging, it is necessary to determine whether the highest-level synergy effect corresponding to the Warlock attribute exists in battle area 820. If it does, the exchange will not proceed; otherwise, the exchange of virtual chess piece W will proceed. Each virtual chess piece requires a certain amount of virtual resources (such as gold) to exchange. If the first account does not have enough virtual resources to exchange for the required virtual chess piece, the chess piece exchange area 830 will be locked and will not be refreshed until the first account has enough virtual resources to proceed with the exchange.

[0203] After automatically exchanging virtual chess piece W and placing it in preparation area 810, the client will automatically determine whether virtual chess piece W in preparation area 810 meets the conditions for deployment and automatically deploy the qualified virtual chess piece to battle area 820. For illustration, if there is no available slot in battle area 820, it will check if there is a replaceable virtual chess piece. If so, virtual chess piece W will be deployed to replace it. If there is no replaceable virtual chess piece, automatic deployment will not occur. As shown in Figure 8, the number of deployable chess pieces in battle area 820 is full, and the lineup consisting of virtual chess pieces A, B, and C is the optimal lineup. If virtual chess piece W is deployed to replace any of these chess pieces, at least one of the "Fighter 2" and "Wizard 2" synergy effects will be disabled. Therefore, virtual chess piece W will not be deployed for the time being. If there is an empty slot in the current battle zone 820, the virtual piece W from the preparation zone 810 will be automatically deployed to fill the slot, as shown in Figure 8. Virtual resources are used to upgrade battle zone 820 to level 4, increasing the number of deployable pieces in battle zone 820 to 4. This means there is currently one empty slot in battle zone 820, and the virtual piece W will automatically be deployed to battle zone 820, activating the "Warlock 1" synergy effect at level 1. The Warlock synergy effect icon 801 will be displayed on the game interface 800, indicating that the "Warlock 1" synergy effect has been activated in battle zone 820.

[0204] In summary, the virtual game preparation method provided in this application provides an attribute configuration interface in the chess game. Users can configure the synergy attributes of virtual chess pieces participating in the virtual game in the attribute configuration interface. Then, the virtual chess pieces are automatically placed in the preparation area according to the synergy attributes configured by the user, and the virtual chess pieces displayed in the preparation area are automatically deployed. Through the automatic placement and automatic deployment functions, the number of manual operation steps of the user is reduced, making the preparation process more efficient and convenient, saving the user's preparation time, reducing the complexity of operation, allowing novice players to get started quickly, and improving the efficiency of human-computer interaction.

[0205] In some embodiments, the attribute configuration area described above can be configured with multiple synergy attributes, which may include primary synergy attributes and secondary synergy attributes. For illustrative purposes, please refer to Figure 9. The embodiments shown in Figures 6 or 7 also include steps 910 to 942. It should be noted that the embodiments in Figure 9 can be implemented before, after, or independently of the embodiments in Figures 6 or 7; this application does not limit this.

[0206] Step 910: Display the preparation area and the playing area for the board game.

[0207] The preparation area displays virtual pieces that are to be selected to participate in the virtual game, while the battle area displays virtual pieces that have been selected to participate in the virtual game.

[0208] Step 920: Display the attribute configuration area.

[0209] The attribute configuration area is used to configure the synergy attributes of the virtual pieces that participate in the virtual game. Synergy attributes are used to activate the synergy effects of the virtual pieces, including the combat effects generated by the cooperation between virtual pieces.

[0210] In some embodiments, users can configure multiple bond attributes as the first bond attribute in the attribute configuration area.

[0211] Step 930: Receive configuration operations for primary and secondary synergy attributes in the attribute configuration area.

[0212] The first synergy attribute includes primary synergy attributes and secondary synergy attributes. Among them, virtual pieces with primary synergy attributes have a higher preparation priority than virtual pieces with secondary synergy attributes.

[0213] The preparation priority includes placement priority and deployment priority. For example, if there are pieces with both primary and secondary synergy attributes, the piece with the primary synergy attribute is placed first; if both pieces with primary and secondary synergy attributes meet the deployment conditions, the piece with the primary synergy attribute is deployed first.

[0214] In some embodiments, the attribute configuration area includes a first configuration position and a second configuration position. The first configuration position is used to configure primary synergy attributes, and the second configuration position is used to configure secondary synergy attributes. Alternatively, the second configuration position is used to configure primary synergy attributes, and the first configuration position is used to configure secondary synergy attributes. This is not limited here. The following explanation uses the example of using the first configuration position to configure primary synergy attributes and the second configuration position to configure secondary synergy attributes.

[0215] Optionally, each configuration slot is used to configure a synergy attribute.

[0216] Optionally, the number of first configuration positions in the attribute configuration area can be one or more, and the number of second configuration positions in the attribute configuration area can be one or more. The following explanation is based on the example of an attribute configuration area including one first configuration position and multiple second configuration positions.

[0217] Configure key synergy attributes:

[0218] In some embodiments, in response to receiving a trigger operation on a first configuration location, at least one candidate synergy attribute is displayed in the attribute configuration area; a second selection operation is received on a first candidate synergy attribute among the at least one candidate synergy attribute, the second selection operation being a configuration operation on a primary synergy attribute, the primary synergy attribute being the first candidate synergy attribute.

[0219] Optionally, the attribute configuration area further includes an attribute selection sub-area. In response to receiving a trigger operation on the first configuration position, at least one candidate synergy attribute is displayed in the attribute selection sub-area. The at least one candidate synergy attribute includes the synergy attribute of virtual pieces owned by the first account. The at least one candidate synergy attribute includes at least one of the following:

[0220] (1) Determined based on the synergy attributes corresponding to the activated synergy effects within the battle area.

[0221] (2) Determined based on the synergy attributes of virtual pieces in the preparation area and the battle area.

[0222] In some embodiments, the attribute selection sub-area also displays other candidate synergy attributes, which are synergy attributes provided in the board game in addition to at least one of the aforementioned candidate synergy attributes. Optionally, the other candidate synergy attributes are synergy attributes selected by the client based on popularity.

[0223] Optionally, the attribute selection sub-area can be divided into sections to display at least one candidate synergy attribute and other candidate synergy attributes respectively. For example, the attribute selection sub-area can be divided into a "My Own" section and an "Other Synergies" section. At least one candidate synergy attribute can be displayed in the "My Own" section and other candidate synergy attributes can be displayed in the "Other Synergies" section.

[0224] Configure secondary synergy attributes:

[0225] In some embodiments, in response to receiving a trigger operation on a second configuration location, at least one candidate synergy attribute is displayed in the attribute configuration area; a third selection operation is received on a second candidate synergy attribute among the at least one candidate synergy attribute, the third selection operation being a configuration operation on a secondary synergy attribute, the secondary synergy attribute being the second candidate synergy attribute.

[0226] Optionally, the attribute configuration area further includes an attribute selection sub-area, which displays at least one candidate bond attribute in response to receiving a trigger operation on the first configuration position. The method for determining at least one candidate bond attribute includes at least one of the following:

[0227] (1) At least one candidate synergy attribute is the same as at least one candidate synergy attribute used when configuring the primary synergy attribute.

[0228] (2) At least one candidate synergy attribute is a synergy attribute associated with the primary synergy attribute.

[0229] Optionally, when a primary synergy attribute is configured, in response to receiving a trigger operation on the second configuration position, at least one candidate synergy attribute associated with the primary synergy attribute is displayed in the attribute configuration area.

[0230] Among them, the situations related to the main bond attributes include at least one of the following:

[0231] Scenario 1: Acquire virtual pieces with a primary synergy attribute in the preparation and battle areas. Identify the other synergy attributes of these virtual pieces besides the primary synergy attribute as candidate synergy attributes associated with the primary synergy attribute. For example, virtual piece 1 has synergy attribute A and synergy attribute B, where synergy attribute A is the primary synergy attribute. Therefore, synergy attribute B can be considered a candidate synergy attribute associated with the primary synergy attribute.

[0232] Scenario 2: Identify the secondary synergy attribute that has a combined effect with the primary synergy attribute, and use that secondary synergy attribute as a candidate synergy attribute to be associated with the primary synergy attribute. For example, if the primary synergy attribute is "Mage," the high skill damage of Mage units can combine with the random elemental power provided by Elementalist units, resulting in greater destruction in battle. Therefore, "Elementalist" can be considered a candidate synergy attribute associated with "Mage."

[0233] Scenario 3: Identify synergy attributes that are of the same or similar type as the primary synergy attribute as candidate synergy attributes associated with the primary synergy attribute. For example, if the primary synergy attribute is "Marksman," and "Marksman" is a "Physical Damage" type synergy attribute, then "Assassin" is similar to "Marksman," also belonging to the "Physical Damage" type synergy attribute. Therefore, "Assassin" can be considered a candidate synergy attribute associated with "Marksman."

[0234] It should be noted that the examples above regarding the relationship with the main synergy attributes are merely illustrative and are not intended to be limiting.

[0235] In the above embodiments, the selection range of secondary synergy attributes is limited to those associated with primary synergy attributes, allowing users to focus more on building effective attribute combinations. This avoids attribute conflicts or poor results caused by users selecting inappropriate secondary synergy attributes. Furthermore, these embodiments eliminate the need for users to manually filter which auxiliary attributes (secondary synergy attributes) are suitable for core synergies (primary synergy attributes). The system automatically recommends related attributes, which users can directly select from the recommendation list, saving time spent checking synergy relationships and determining suitability. This is especially suitable for novice users unfamiliar with synergy combination logic, lowering the decision-making threshold for auxiliary strategies.

[0236] Optionally, the attribute selection sub-area can be divided into sections to display at least one candidate synergy attribute and other candidate synergy attributes respectively. For example, the attribute selection sub-area can be divided into a "Recommended Synergy" section and an "Other Synergy" section. At least one candidate synergy attribute can be displayed in the "Recommended Synergy" section, and other candidate synergy attributes can be displayed in the "Other Synergy" section.

[0237] In the above embodiments, by clearly distinguishing between the first and second configuration positions in the attribute configuration area, users can intuitively understand which position is used to configure primary synergy attributes and which position is used to configure secondary synergy attributes. When a user triggers the corresponding configuration position, the system displays candidate synergy attributes, allowing the user to easily select the desired attribute and improving the convenience of configuration.

[0238] For illustrative purposes, please refer to Figure 10. The preparation area 1010 provides an attribute configuration control 1003. After clicking the attribute configuration control 1003, the attribute configuration area 1030 is displayed on the game interface 1000. The attribute configuration area 1030 is used to configure the synergy attributes of the virtual pieces participating in the virtual game. The attribute configuration area 1030 includes one primary synergy attribute configuration position 1004 and multiple secondary synergy attribute configuration positions 1005. That is, only one primary synergy attribute can be configured, but multiple secondary synergy attributes can be configured. The primary synergy attribute configuration position is used to configure the primary synergy attributes of the virtual pieces participating in the virtual game (i.e., the primary synergy in Figure 10), and the secondary synergy attribute configuration positions are used to configure the secondary synergy attributes of the virtual pieces participating in the virtual game (i.e., the secondary synergy in Figure 10). Among them, the preparation priority of the primary synergy attribute is higher than that of the secondary synergy attribute.

[0239] Clicking on the primary synergy attribute configuration location 1004 will display at least one candidate synergy attribute in the synergy selection sub-area 1031 of the attribute configuration area 1030. This includes synergy attributes that are "owned by me," i.e., the synergy attributes of the virtual pieces currently owned by the first account, such as: Wizard, Fighter. It also includes other synergy attributes provided in the game besides those "owned by me," such as: Mage, Warlock, Spirit Blossom, Paperclip Fairy, Warrior, Venerable, Shapeshifter, Summoner, Magician, Scholar, etc. Users can select one candidate synergy attribute from at least one as the primary synergy attribute, as shown in Figure 10. When Wizard is selected as the primary synergy attribute, the Wizard attribute icon will be displayed on the primary synergy attribute configuration location 1004. After determining the primary synergy attribute, clicking the first secondary synergy attribute configuration location 1005 will refresh and display at least one candidate synergy attribute in the synergy selection sub-area 1031. This includes recommended synergy attributes, which include synergy attributes of the virtual pieces currently owned by the first account, and / or synergy attributes related to the primary synergy attribute. The at least one candidate synergy attribute also includes other synergy attributes provided in the board game besides the recommended synergy attributes. Users can select one or more candidate synergy attributes as secondary synergy attributes from at least one candidate synergy attribute, as shown in Figure 10. When "Fighter" is selected as the first secondary synergy attribute, the Fighter attribute icon is displayed in the first secondary synergy attribute configuration location 1005. The attribute configuration area 1030 also includes an automatic exchange option 1006 and an automatic deployment option 1007. Checking the automatic exchange option 1006 will automatically exchange virtual pieces in the virtual shop based on the configured primary and secondary synergy attributes, and place the exchanged virtual pieces in the preparation area 1010. Selecting the automatic deployment option 1007 will automatically deploy the virtual pieces displayed in the preparation area 1010 to the battle area 1020 based on the configured primary and secondary synergy attributes.

[0240] Step 941: Based on the configuration operation, the first virtual piece is automatically placed in the preparation area.

[0241] The first synergy attribute corresponding to the first virtual piece includes at least one of the primary synergy attribute and the secondary synergy attribute.

[0242] In some embodiments, the first virtual chess piece is a chess piece redeemed from the chess piece exchange area.

[0243] Optionally, if a virtual chess piece with a first synergy attribute exists in the chess piece exchange area, the first virtual chess piece is automatically exchanged to the preparation area. Optionally, if a virtual chess piece with a first synergy attribute meets the chess piece placement conditions, the first virtual chess piece is automatically exchanged to the preparation area according to the placement priority of the first synergy attribute. For illustration, there are currently virtual chess pieces that meet the chess piece placement conditions: Virtual chess piece 1 with a primary synergy attribute and Virtual chess piece 2 with a secondary synergy attribute. If there are 0 available placement slots in the preparation area, no exchange or placement is performed; if there are 1 available placement slots in the preparation area, virtual chess piece 1 is exchanged to the preparation area; if there are 2 available placement slots in the preparation area, both virtual chess piece 1 and virtual chess piece 2 are exchanged to the preparation area.

[0244] In some embodiments, if the virtual pieces meeting the placement conditions include multiple virtual pieces with primary synergy attributes or multiple virtual pieces with secondary synergy attributes, such as virtual piece 2 and virtual piece 3 both having primary synergy attributes, and if the level of virtual piece 2 is higher than that of virtual piece 3, then virtual piece 2 will be prioritized for exchange. Alternatively, virtual pieces of the same priority can be differentiated through other means, or a piece can be randomly selected as the priority for exchange. No limitations are imposed here.

[0245] Step 942: Based on the deployment priority of the first virtual piece, the first virtual piece is automatically deployed to the battle area.

[0246] Optionally, if the first virtual piece meets the conditions for being deployed, the first virtual piece is automatically deployed to the battle area according to its deployment priority.

[0247] (1) There are empty slots in the battle area.

[0248] If there are empty slots in the battle area, and the first virtual piece is the only piece in the preparation area that meets the conditions for being deployed, then the first virtual piece will be automatically deployed to the battle area.

[0249] Alternatively, if the number of empty slots in the battle area is greater than or equal to the number of pieces in the preparation area that meet the conditions for deployment, the first virtual piece will be automatically deployed to the battle area.

[0250] If the number of empty slots is less than the number of pieces in the preparation area that meet the conditions for deployment, then multiple virtual pieces that meet the conditions for deployment will be deployed to the battle area in descending order of deployment priority. When there are no empty slots in the battle area, the process in (2) will be executed.

[0251] For example: In the current preparation area, there is a virtual chess piece 1 with a primary synergy attribute and a virtual chess piece 2 with a secondary synergy attribute. If there is 1 empty slot in the battle area, then virtual chess piece 1 is deployed to the battle area, and virtual chess piece 2 executes the automatic deployment logic in (2); if there are 2 empty slots in the battle area, then virtual chess piece 1 and virtual chess piece 2 are deployed to the battle area.

[0252] (2) There are no empty slots for players to enter the battle area.

[0253] Optionally, if there are no available slots in the battle area, the virtual pieces displayed in the preparation area are matched with the virtual pieces in the battle area according to their deployment priority. The virtual equipment battle area contains virtual piece 1 with primary synergy attributes and virtual piece 2 with secondary synergy attributes.

[0254] The virtual piece 1 with the main synergy attribute is first matched with the pieces in the current battle area. If the virtual piece 1 and the virtual piece 3 in the battle area meet the replacement conditions, the virtual piece 1 is automatically deployed to the battle area, and the virtual piece 3 is automatically removed from the battle area. The lineup in the current battle area is updated, which includes the virtual piece 1.

[0255] Then, the virtual piece 2 with the main synergy attribute is matched with the pieces in the current battle area. If the virtual piece 2 and the virtual piece 4 in the battle area meet the replacement conditions, the virtual piece 2 is automatically deployed to the battle area, and the virtual piece 4 is automatically removed from the battle area, updating the lineup in the current battle area.

[0256] For illustration, please refer to Figure 11. In the game interface 1100, the primary synergy attribute is Paperfly Fairy, and the secondary synergy attribute is Mage. In the preparation area 1110, virtual piece F is a piece with the Mage attribute. In the battle area 1120, there are 4 pieces with the Paperfly Fairy attribute, activating the "Paperfly Fairy 3" synergy effect. The Paperfly Fairy attribute needs 3 more units to reach the next level of synergy effect, namely the "Paperfly Fairy 7" synergy effect. Currently, there is a virtual piece A with the Paperfly Fairy attribute, but it is not actually participating in activating the "Paperfly Fairy 3" synergy effect.

[0257] There are 3 pieces with the Mage attribute in the battle area 1120, which activates the "Mage 2" synergy effect. The Mage attribute needs to reach the next level of synergy effect, that is, the "Mage 4" synergy effect, to activate the "Mage 4" synergy effect. Then, put virtual piece F in the lineup to replace virtual piece A to activate the "Mage 4" synergy effect.

[0258] In summary, the virtual game preparation method provided in this application provides an attribute configuration interface in the chess game. Users can configure the synergy attributes of virtual chess pieces participating in the virtual game within this interface. The method then automatically prepares for the game based on the user-configured synergy attributes. This includes at least one preparation process: automatically placing virtual chess pieces in the preparation area and automatically deploying virtual chess pieces to the battle area. This reduces the time it takes for users to determine the lineup of chess pieces that will successfully activate synergy effects, avoids situations where synergy effects fail to activate due to user errors, and improves human-computer interaction efficiency. Furthermore, automatic preparation by configuring synergy attributes allows users to focus on developing strategies such as the positioning of virtual chess pieces during the game, increasing the success rate and overall game experience.

[0259] The system can determine the first virtual piece based on primary / secondary synergy attributes and automatically deploy it according to deployment priority. Deployment priority provides an orderly basis for automatic deployment, ensuring that core pieces (pieces with primary synergy attributes) occupy the battle area squares first, while secondary pieces (pieces with secondary synergy attributes) are only added after the core requirements are met. This avoids core strategy deviations caused by disordered deployment and improves the accuracy of automatic preparation.

[0260] In some embodiments, the virtual game preparation method provided in this application can be applied to auto chess games. For illustration, please refer to Figure 12, which shows an overall flowchart of a virtual game preparation method, the process including the following steps:

[0261] Step 1201: Enter the Auto Chess game.

[0262] The first terminal has the Auto Chess game client installed. Users log into their first account on the client, and the Auto Chess game's application interface is displayed on the first terminal's screen. This interface includes an entry point to start a virtual game. After starting a virtual game, the first terminal displays the game interface, which includes a chessboard. The chessboard comprises a preparation area and a battle area. The preparation area displays virtual pieces waiting to be selected for the virtual game, while the battle area displays the virtual pieces already selected for the virtual game. The virtual match consists of multiple rounds, each including a preparation phase and a battle phase. During the preparation phase, users need to prepare, which includes acquiring virtual pieces to the preparation area, determining the lineup of pieces to be deployed, and deploying the virtual pieces to the battle area. It should be noted that there is a synergy mechanism in the auto chess game. That is, when the number of virtual pieces with a certain synergy attribute in the lineup reaches the requirement for synergy effect activation, the corresponding synergy effect will be triggered when playing a virtual match with that lineup. The synergy effect is used to buff the user's virtual pieces or debuff the opponent's virtual pieces.

[0263] This application provides an automatic preparation method based on synergy attributes during the preparation phase of each round. The automatic preparation method is described below.

[0264] Step 1202: Enter the bond attribute configuration area.

[0265] The game interface includes attribute configuration controls. Triggering these controls displays the synergy attribute configuration area (the same area mentioned above). This area includes primary synergy attribute configuration positions, secondary synergy attribute configuration positions, and an attribute selection sub-area. There can be one or more primary synergy attribute configuration positions, and one or more secondary synergy attribute configuration positions. Each position configures one synergy attribute. The following explanation uses an example where the synergy attribute configuration area includes one primary synergy attribute configuration position and multiple secondary synergy attribute configuration positions. The attribute selection sub-area displays at least one candidate synergy attribute. Candidate synergy attributes are determined based on the active synergy effects on the current board. The method for determining candidate synergy attributes is described below.

[0266] Step 1203: Determine if there are any activated synergy effects on the chessboard.

[0267] The client will determine whether there are any deployed lineups (i.e., virtual pieces) in the current battle area. If so, the client will send the lineup information of the current deployed lineup (such as the number of pieces, the names of the pieces, and the synergy attributes of the pieces) to the server. The server will then determine whether the current deployed lineup has activated synergy effects based on the lineup information.

[0268] Step 1204: If there are no activated synergy effects on the board, randomly recommend popular synergy attributes.

[0269] If the server determines that the current lineup does not have any activated synergy effects, it will randomly determine the synergy attribute as the recommended synergy attribute.

[0270] Step 1205: If there are activated synergy effects on the board, determine the recommended synergy attributes based on the synergy attributes of the activated synergy effects.

[0271] If the server determines that the current lineup has activated synergy effects, it will determine the recommended synergy attributes based on information such as the level of the activated synergy effect and the number of pieces involved in activating the synergy effect. For example: if the number of pieces with synergy attribute A in the lineup (i.e., the number of pieces involved in activating the synergy effect of synergy attribute A) is 2, and the number of pieces with synergy attribute B is 1, then the recommended synergy attributes include both synergy attribute A and synergy attribute B, with synergy attribute A being recommended more highly than synergy attribute B (reflected in the interface by synergy attribute A being displayed before synergy attribute B in the attribute selection sub-area). If the number of pieces with synergy attribute A and synergy attribute B in the lineup is the same, and synergy attribute A corresponds to a level 2 synergy effect activated; synergy attribute B corresponds to a level 3 synergy effect activated, then the recommended synergy attributes include both synergy attribute A and synergy attribute B, with synergy attribute B being recommended more highly than synergy attribute A (reflected in the interface by synergy attribute B being displayed before synergy attribute A in the attribute selection sub-area). If the level of the active synergy effect corresponding to synergy attribute A is already the highest level, then synergy attribute A is not recommended (this is reflected in the interface by not displaying synergy attribute A in the attribute selection sub-area), or the recommendation level of synergy attribute A is set to be lower than that of synergy attribute B.

[0272] After determining the recommended synergy attributes, the server will save the recommended synergy attributes. When the user configures the synergy attributes in the synergy attribute configuration area, the client will retrieve the recommended synergy attributes from the server as candidate synergy attributes and display the candidate synergy attributes in the attribute selection sub-area. When the user clicks the main synergy attribute configuration position in the synergy attribute configuration area to add a main synergy attribute, at least one candidate synergy attribute will be displayed in the attribute selection sub-area, and at least one candidate synergy attribute will be displayed in each section of the attribute selection sub-area, including "My Own" and "Other". (1) If there is no activated synergy effect on the board, no candidate synergy attributes will be displayed in the "My Own" section (or the "My Own" section will not be displayed); the popular synergy attributes randomly determined by the server will be displayed in the "Other" section. (2) If there is an activated synergy effect on the board, the recommended synergy attributes determined by the server based on the synergy attributes of the activated synergy effect will be displayed in the "My Own" section; the popular synergy attributes randomly determined by the server will be displayed in the "Other" section (or the "Other" section will not be displayed).

[0273] Users can select a candidate synergy attribute in the attribute selection sub-area and add it to the main synergy attribute configuration position as the main synergy attribute.

[0274] Step 1206: Determine whether the main synergy attributes have been added.

[0275] The client determines whether the user has added a primary synergy attribute to the primary synergy attribute configuration location.

[0276] Step 1207: If no primary synergy attributes have been added, secondary synergy attributes will not be recommended.

[0277] If the user does not add a primary synergy attribute in the primary synergy attribute configuration position, the recommended operation for secondary synergy attributes will not be performed.

[0278] Step 1208: If a primary synergy attribute has already been added, it is recommended to add secondary synergy attributes that are related to the primary synergy attribute.

[0279] If a user adds a primary synergy attribute to the primary synergy attribute configuration slot, the client will send that primary synergy attribute to the server. The server will then determine the secondary synergy attributes associated with the primary synergy attribute. For example, if the primary synergy attribute is Wizard, and a unit with the Wizard attribute in the lineup also has the Fighter attribute, then the Fighter attribute will be recommended as a secondary synergy attribute. After the server determines the secondary synergy attributes associated with the primary synergy attribute, it will protect them. When a user clicks on a secondary synergy attribute configuration slot in the synergy attribute configuration area, at least one candidate synergy attribute will be displayed in the attribute selection sub-area. The attribute selection sub-area will also display at least one candidate synergy attribute in separate sections, including "Recommended" and "Others." The "Recommended" section displays secondary synergy attributes associated with the primary synergy attribute; the "Others" section displays popular synergy attributes randomly determined by the server. Users can select one or more candidate synergy attributes in the attribute selection sub-area to add to the secondary synergy attribute configuration slot as secondary synergy attributes. Each secondary synergy attribute configuration slot can be configured with one secondary synergy attribute. After configuring synergy attributes, users can choose between two automatic preparation modes: automatic exchange and automatic deployment. For illustrative purposes, the synergy attribute configuration interface also displays the automatic exchange and automatic deployment options. Users can choose to select the automatic exchange option, the automatic deployment option, or both.

[0280] Step 1209: Determine whether automatic redemption is currently enabled.

[0281] The client determines whether the user has currently selected the automatic redemption option.

[0282] Step 1210: If automatic redemption is not currently enabled, redeem manually.

[0283] If the automatic exchange option is not selected in the client, the automatic exchange process based on the configured synergy attributes will not be executed. Users can manually exchange for the required virtual chess pieces in the chess piece exchange area.

[0284] Step 1211: If automatic exchange is currently enabled, automatically exchange for pieces with configured synergy attributes.

[0285] If the client selects the automatic exchange option, it will execute an automatic exchange process based on the configured synergy attributes. For illustration, the client checks if there is a piece A with a primary or secondary synergy attribute in the virtual system. (1) If piece A exists, it will be automatically exchanged. If both piece A1 (with a primary synergy attribute) and piece A2 (with a secondary synergy attribute) exist, piece A1 will be exchanged first; if the number of pieces with a primary synergy attribute on the board has reached the maximum level, piece A2 (with a secondary synergy attribute) will be exchanged. If there are insufficient virtual resources (used for exchanging pieces), the piece exchange area will be locked, and automatic exchange will occur once sufficient virtual resources are available. (2) If piece A does not exist, the exchange operation will not be performed.

[0286] Step 1212: Determine whether automatic deployment is currently enabled.

[0287] The client determines whether the user has currently selected the automatic deployment option.

[0288] Step 1213: If automatic deployment is not currently enabled, deploy manually.

[0289] If the client does not select the automatic deployment option, the automatic deployment process based on the configured synergy attributes will not be executed. Users can manually drag and drop pieces from the preparation area to the battle area to complete the deployment operation.

[0290] Step 1214: If automatic deployment is currently enabled, determine whether the pieces meet the deployment conditions.

[0291] If the client selects the "Auto-Deploy" option, it will execute an automatic deployment process based on the configured synergy attributes. For example, using piece A displayed in the preparation area, the client will determine whether piece A meets the deployment requirements.

[0292] Step 1215: If a piece does not meet the conditions for deployment, it will not be deployed.

[0293] If the conditions for deployment are not met, and the number of deployed pieces in the current battle area is full, then it is determined whether there is a situation in the battle area where replacing piece A can obtain a higher synergy effect. If not, piece A will not be deployed.

[0294] Step 1216: If a piece meets the deployment conditions, automatically replace / fill in the deployed piece.

[0295] If the conditions for deployment are met, (1) if the number of deployed pieces in the current battle area is full, and there is a situation in the battle area where replacing piece A can obtain a higher synergy effect, then deployed piece A replaces other pieces; (2) if the number of deployed pieces in the current battle area is not full, then deployed piece A fills the gap.

[0296] In summary, this application provides a method for preparing for virtual matches, enabling quick exchange and deployment of virtual chess pieces. In the mid-to-late game, users need to quickly refresh to find the chess pieces they need, which can easily lead to missing the required pieces or not having enough time to replace or deploy them, resulting in defeat. This is extremely fatal in the late game. This application addresses this problem by providing users with a quick exchange and deployment method based on synergy attributes. Users can quickly exchange and deploy chess pieces by setting synergy attributes, reducing the pressure of late-game operations, increasing fault tolerance, and improving the gaming experience.

[0297] Specifically, this application addresses the core pain point of limited time and insufficient maneuverability in the late-game refresh and search for pieces in auto chess games. It replaces the repetitive manual selection, exchange, and dragging of pieces with an automatic placement and deployment function based on configured synergy attributes, preventing losses due to operational delays. Especially during the multi-round preparation phase, players no longer need to repeatedly monitor the piece pool and board composition, reducing the burden of high-frequency operations and allowing players to focus more on strategic decision-making rather than mechanical operations. Furthermore, the method provided in this application can intelligently recommend synergy attributes based on activated synergy effects in auto chess games, preventing beginners from blindly building lineups due to unfamiliarity with synergy mechanics, helping players quickly identify targets, and reducing the learning cost of lineup composition.

[0298] For illustrative purposes, please refer to Figure 13, which shows a structural block diagram of a virtual game preparation device, which includes:

[0299] The first display module 1310 is used to display the preparation area and the battle area of ​​the chess game. The preparation area is used to display virtual chess pieces to be selected to participate in the virtual game, and the battle area is used to display the virtual chess pieces selected to participate in the virtual game.

[0300] The second display module 1320 is used to display an attribute configuration area, which is used to configure the synergy attributes of the virtual chess pieces that participate in the virtual game. The synergy attributes are used to activate the synergy effects of the virtual chess pieces, and the synergy effects include the combat effects generated by the cooperation between the virtual chess pieces.

[0301] Operation receiving module 1330 is used to receive configuration operations for the first bond attribute in the attribute configuration area;

[0302] The first display module 1310 is used to display the automatic preparation process of the virtual game based on the configuration operation; the automatic preparation process includes at least one of the following: the first virtual chess piece is automatically placed in the preparation area, and the first virtual chess piece is automatically deployed to the battle area; the first virtual chess piece has the first synergy attribute.

[0303] In some embodiments, the automatic preparation process includes automatically placing the first virtual chess piece into the preparation area; the first display module 1310 is used to display, based on the configuration operation, that the first virtual chess piece has been automatically placed into the preparation area.

[0304] In some embodiments, the first display module 1310 is used to display a chess piece exchange area, which is used to provide at least one virtual chess piece to be exchanged; if the first virtual chess piece is present in the chess piece exchange area, the first virtual chess piece is automatically exchanged to the preparation area.

[0305] In some embodiments, the first synergy attribute corresponds to the first synergy effect; the first display module 1310 is used to automatically exchange the first virtual chess piece to the preparation area when the first virtual chess piece exists in the chess piece exchange area and the first synergy effect to be activated exists in the battle area.

[0306] In some embodiments, the first display module 1310 is configured to, when the duration of the unused state in the chess piece exchange area reaches a preset duration, determine a target virtual chess piece from at least one virtual chess piece in the chess piece exchange area based on the matching degree between at least one virtual chess piece in the current chess piece exchange area and a virtual chess piece in the battle area; wherein, the unused state refers to the state in which the first virtual chess piece does not exist in the chess piece exchange area; and automatically exchange the target virtual chess piece to the preparation area.

[0307] In some embodiments, the automatic preparation process includes the first virtual chess piece being automatically deployed to the battle area; the first display module 1310 is configured to, based on the configuration operation, display the first virtual chess piece being automatically deployed to the battle area when the first virtual chess piece meets the deployment conditions; the deployment conditions include a deployment limit, which indicates the maximum number of virtual chess pieces that can be accommodated in the battle area.

[0308] In some embodiments, the first display module 1310 is configured to display that the first virtual piece is automatically deployed to the battle area when the number of virtual pieces in the battle area is less than the deployment limit. Alternatively, when the number of virtual pieces in the battle area reaches the deployment limit, and the first virtual piece and the second virtual piece in the battle area meet the replacement condition, the first virtual piece is displayed to be automatically deployed to the battle area, and the second virtual piece is displayed to be automatically removed from the battle area.

[0309] In some embodiments, the replacement condition includes at least one of the following conditions:

[0310] The second virtual piece does not possess the first synergy attribute and the synergy effect is not activated;

[0311] The second virtual piece does not have the first synergy attribute, and the level of the activated second synergy effect is lower than the level of the first synergy effect. The first synergy effect refers to the synergy effect that the first virtual piece is expected to activate after it is deployed in the battle area.

[0312] The second virtual chess piece has the first synergy attribute, and the level of the second virtual chess piece is lower than that of the first virtual chess piece;

[0313] The second virtual chess piece possesses the first synergy attribute, and the number of activated synergy effects of the second virtual chess piece is less than the number of activated synergy effects of the first virtual chess piece; the number of activated synergy effects of the second virtual chess piece refers to the number of activated synergy effects in the current lineup, the number of activated synergy effects of the first virtual chess piece refers to the number of activated synergy effects in the lineup corresponding to the first virtual chess piece, and the lineup corresponding to the first virtual chess piece refers to the lineup composed of the first virtual chess piece and the third virtual chess piece, the third virtual chess piece including chess pieces other than the second virtual chess piece.

[0314] In some embodiments, the automatic preparation process includes automatically placing the first virtual chess piece into the preparation area and automatically deploying the first virtual chess piece into the battle area; the first display module 1310 is used to display the first virtual chess piece automatically placed into the preparation area based on the configuration operation; and when the first virtual chess piece displayed in the preparation area meets the conditions for deployment, it is displayed that the first virtual chess piece is automatically deployed into the battle area.

[0315] In some embodiments, the second display module 1320 is configured to display at least one candidate bond attribute in the attribute configuration area; the operation receiving module 1330 is configured to receive a first selection operation on the first bond attribute among the at least one candidate bond attributes, wherein the first selection operation is a configuration operation on the first bond attribute.

[0316] In some embodiments, the at least one candidate synergy attribute includes synergy attributes corresponding to activated synergy effects in the battle area; the second display module 1320 is configured to display the at least one candidate synergy attribute in the attribute configuration area in a first display order; wherein, the method for determining the first display order includes at least one of the following methods:

[0317] The first display order is determined based on the number of synergy effect pieces corresponding to the at least one candidate synergy attribute, wherein the number of synergy effect pieces refers to the number of virtual pieces in the battle area that participate in activating the synergy effect.

[0318] The first display order is determined based on the synergy effect level corresponding to each of the at least one candidate synergy attribute.

[0319] In some embodiments, the first synergy attribute includes a primary synergy attribute and a secondary synergy attribute; the operation receiving module 1330 is configured to receive configuration operations on the primary synergy attribute and the secondary synergy attribute in the attribute configuration area; wherein, the preparation priority of a virtual piece with the primary synergy attribute is greater than the preparation priority of a virtual piece with the secondary synergy attribute; the preparation priority is used to determine the behavior order of the virtual pieces in the preparation area.

[0320] In some embodiments, the attribute configuration area includes a first configuration position and a second configuration position, the first configuration position being used to configure the primary synergy attribute, and the second configuration position being used to configure the secondary synergy attribute; the operation receiving module 1330 is configured to, in response to receiving a trigger operation on the first configuration position, display at least one candidate synergy attribute in the attribute configuration area; receive a second selection operation on the first candidate synergy attribute among the at least one candidate synergy attribute, the second selection operation serving as a configuration operation on the primary synergy attribute, the primary synergy attribute being the first candidate synergy attribute; in response to receiving a trigger operation on the second configuration position, display at least one candidate synergy attribute in the attribute configuration area; and receive a third selection operation on the second candidate synergy attribute among the at least one candidate synergy attribute, the third selection operation serving as a configuration operation on the secondary synergy attribute, the secondary synergy attribute being the second candidate synergy attribute.

[0321] In some embodiments, the operation receiving module 1330 is configured to, in response to receiving a trigger operation on the second configuration position, display at least one candidate synergy attribute associated with the main synergy attribute in the attribute configuration area when the main synergy attribute is configured.

[0322] In some embodiments, the preparation priority includes the deployment priority of virtual chess pieces to the battle area; the deployment priority is used to determine the order in which virtual chess pieces are deployed to the battle area; the first display module 1310 is used to display the first virtual chess piece in the preparation area based on the configuration operation, the first synergy attribute corresponding to the first virtual chess piece includes at least one of the primary synergy attribute and the secondary synergy attribute; the first virtual chess piece is automatically deployed to the battle area according to the deployment priority corresponding to the first virtual chess piece.

[0323] In some embodiments, the preparation area includes an attribute configuration control; the second display module 1320 is configured to display the attribute configuration area in response to receiving a trigger operation on the attribute configuration control.

[0324] In summary, the virtual game preparation device provided in this application provides an attribute configuration interface in the chess game. Users can configure the synergy attributes of virtual chess pieces participating in the virtual game within this interface. The device then automatically prepares for the game based on the user-configured synergy attributes, including at least one preparation process: automatically placing virtual chess pieces in the preparation area and automatically deploying virtual chess pieces to the battle area. This reduces the time required for users to determine the lineup of chess pieces that will successfully activate synergy effects, avoids situations where synergy effects fail to activate due to user errors, and improves human-computer interaction efficiency. Furthermore, automatic preparation by configuring synergy attributes allows users to focus on developing strategies such as the positioning of virtual chess pieces during the game, increasing the user's success rate and game experience.

[0325] It should be noted that the virtual game preparation device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual game preparation device and the virtual game preparation method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0326] Figure 14 shows a structural block diagram of a computer device provided in an exemplary embodiment of this application.

[0327] The computer device 1400 may be a portable mobile terminal, such as a smartphone, tablet, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1400 may also be referred to as a user device, portable terminal, or other names.

[0328] Typically, computer device 1400 includes a processor 1401 and memory 1402. Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning. The memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store at least one instruction, which is executed by the processor 1401 to implement the virtual game preparation method provided in the embodiments of this application.

[0329] In some embodiments, the computer device 1400 may optionally include a peripheral device interface 1403 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency (RF) circuit 1404, a touch display screen 1405, a camera 1406, an audio circuit 1407, and a power supply 1408. The peripheral device interface 1403 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment. The radio frequency (RF) circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency (RF) circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1404 can communicate with other terminals through at least one wireless communication protocol. In some embodiments, the RF circuit 1404 may also include NFC (Near Field Communication) related circuitry, which is not limited in this application. The touch display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1405 also has the ability to collect touch signals on or above the surface of the touch display screen 1405. The touch signals can be input as control signals to the processor 1401 for processing. The touch display screen 1405 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1405, which is disposed on the front panel of the computer device 1400; in other embodiments, there may be at least two touch display screens 1405, which are disposed on different surfaces of the computer device 1400 or have a foldable design; in some embodiments, the touch display screen 1405 may be a flexible display screen, disposed on a curved surface or a folded surface of the computer device 1400. Furthermore, the touch display screen 1405 may also be configured as a non-rectangular irregular shape, i.e., a non-rectangular screen.The touchscreen display 1405 can be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode). The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and wide-angle camera. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures. The audio circuit 1407 provides an audio interface between the user and the computer device 1400. Audio circuitry 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and environment, converting them into electrical signals that are input to processor 1401 for processing, or to radio frequency circuitry 1404 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, positioned at different locations within the computer device 1400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1401 or radio frequency circuitry 1404 into sound waves. The speaker may be a conventional film speaker or a piezoelectric ceramic speaker. In some embodiments, audio circuitry 1407 may also include a headphone jack. Power supply 1408 is used to power the various components in the computer device 1400. Power supply 1408 may be alternating current, direct current, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired connection, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery may also support fast charging technology.

[0330] In some embodiments, the computer device 1400 further includes one or more sensors 1409. The one or more sensors 1409 include, but are not limited to, an accelerometer 1410, a gyroscope 1411, a pressure sensor 1412, an optical sensor 1413, and a proximity sensor 1414.

[0331] Those skilled in the art will understand that the structure shown in FIG14 does not constitute a limitation on the computer device 1400, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0332] In an exemplary embodiment, this application provides a chip including programmable logic circuits and / or program instructions, which, when run on a computer device, is used to implement the virtual game preparation method provided in the above method embodiments.

[0333] This application provides a computer-readable storage medium storing a computer program that is loaded and executed by a processor to implement the virtual game preparation method provided in the above-described method embodiments.

[0334] This application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the virtual game preparation method provided in the above-described method embodiments.

[0335] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0336] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0337] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer. The above descriptions are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for preparing for a virtual game, executed by a computer device, the method comprising: The game displays a preparation area and a battle area for a chess game. The preparation area is used to display virtual chess pieces that are to be selected to participate in the virtual game, and the battle area is used to display virtual chess pieces that have been selected to participate in the virtual game. The display attribute configuration area is used to configure the synergy attributes of the virtual chess pieces that participate in the virtual game. The synergy attributes are used to activate the synergy effects of the virtual chess pieces. The synergy effects include the combat effects generated by the cooperation between virtual chess pieces. Receive configuration operations for the first bond attribute in the attribute configuration area; The automatic preparation process for the virtual game is displayed based on the configuration operation; the automatic preparation process includes at least one of the following: the first virtual chess piece is automatically placed in the preparation area, and the first virtual chess piece is automatically deployed to the battle area; the first virtual chess piece has the first synergy attribute.

2. The method according to claim 1, wherein, The automatic preparation process includes automatically placing the first virtual chess piece into the preparation area; The automatic preparation process for displaying the virtual match based on the configuration operation includes: Based on the configuration operation, the first virtual chess piece is automatically placed in the preparation area.

3. The method according to claim 1 or 2, wherein, The method further includes: Display a chess piece exchange area, which is used to provide at least one virtual chess piece to be exchanged; The step of automatically placing the first virtual chess piece into the preparation area includes: If the first virtual chess piece exists in the chess piece exchange area, the first virtual chess piece is automatically exchanged to the preparation area.

4. The method according to any one of claims 1 to 3, wherein, The first synergy attribute corresponds to the first synergy effect; When the first virtual chess piece exists in the chess piece exchange area, automatically exchanging the first virtual chess piece to the preparation area includes: If the first virtual chess piece exists in the chess piece exchange area and the first synergy effect to be activated exists in the battle area, the first virtual chess piece is automatically exchanged to the preparation area.

5. The method according to any one of claims 1 to 4, wherein, The method further includes: If the duration of the unused state of the chess piece exchange area reaches a preset duration, a target virtual chess piece is determined from at least one virtual chess piece in the chess piece exchange area based on the matching degree between at least one virtual chess piece in the current chess piece exchange area and the virtual chess piece in the battle area; wherein, the unused state refers to the state in which the first virtual chess piece does not exist in the chess piece exchange area; Automatically exchange the target virtual chess piece to the preparation area.

6. The method according to any one of claims 1 to 5, wherein, The automatic preparation process includes the first virtual chess piece being automatically deployed to the battle area; The automatic preparation process for displaying the virtual match based on the configuration operation includes: Based on the configuration operation, if the first virtual chess piece meets the conditions for chess piece deployment, the first virtual chess piece will be automatically deployed to the battle area. The conditions for deploying chess pieces include a deployment limit, which indicates the maximum number of virtual chess pieces that can be accommodated in the battle area.

7. The method according to any one of claims 1 to 6, wherein, The step of automatically deploying the first virtual chess piece to the battle area when the first virtual chess piece meets the conditions for deployment includes: When the number of virtual pieces in the battle area is less than the deployment limit, the first virtual piece is automatically deployed to the battle area; or... When the number of virtual pieces in the battle area reaches the maximum number that can be deployed, and the first virtual piece and the second virtual piece in the battle area meet the replacement conditions, the first virtual piece is automatically deployed to the battle area, and the second virtual piece is automatically removed from the battle area.

8. The method according to any one of claims 1 to 7, wherein, The replacement conditions include at least one of the following conditions: The second virtual piece does not possess the first synergy attribute and the synergy effect is not activated; The second virtual piece does not have the first synergy attribute, and the level of the activated second synergy effect is lower than the level of the first synergy effect. The first synergy effect refers to the synergy effect that the first virtual piece is expected to activate after it is deployed in the battle area. The second virtual chess piece has the first synergy attribute, and the level of the second virtual chess piece is lower than that of the first virtual chess piece; The second virtual chess piece possesses the first synergy attribute, and the number of activated synergy effects of the second virtual chess piece is less than the number of activated synergy effects of the first virtual chess piece; the number of activated synergy effects of the second virtual chess piece refers to the number of activated synergy effects in the current lineup, the number of activated synergy effects of the first virtual chess piece refers to the number of activated synergy effects in the lineup corresponding to the first virtual chess piece, and the lineup corresponding to the first virtual chess piece refers to the lineup composed of the first virtual chess piece and the third virtual chess piece, the third virtual chess piece including chess pieces other than the second virtual chess piece.

9. The method according to any one of claims 1 to 8, wherein, The automatic preparation process includes automatically placing the first virtual chess piece into the preparation area and automatically deploying the first virtual chess piece into the battle area; The automatic preparation process for displaying the virtual match based on the configuration operation includes: Based on the configuration operation, the first virtual chess piece is automatically placed in the preparation area; If the first virtual chess piece displayed in the preparation area meets the conditions for chess piece deployment, the first virtual chess piece will be automatically deployed to the battle area.

10. The method according to any one of claims 1 to 9, wherein, Before receiving the configuration operation for the first bond attribute in the attribute configuration area, the method further includes: At least one candidate synergy attribute is displayed in the attribute configuration area; The receiving of configuration operations for the first bond attribute in the attribute configuration area includes: Receive a first selection operation on the first synergy attribute among the at least one candidate synergy attributes, the first selection operation being a configuration operation on the first synergy attribute.

11. The method according to any one of claims 1 to 10, wherein, The at least one candidate synergy attribute includes the synergy attribute corresponding to the synergy effect that has been activated in the battle area; The display of at least one candidate synergy attribute in the attribute configuration area includes: The at least one candidate bond attribute is displayed in the attribute configuration area in a first display order; The method for determining the first display order includes at least one of the following methods: The first display order is determined based on the number of synergy effect pieces corresponding to the at least one candidate synergy attribute, wherein the number of synergy effect pieces refers to the number of virtual pieces in the battle area that participate in activating the synergy effect. The first display order is determined based on the synergy effect level corresponding to each of the at least one candidate synergy attribute.

12. The method according to any one of claims 1 to 11, wherein, The first synergy attribute includes primary synergy attributes and secondary synergy attributes; The receiving of configuration operations for the first bond attribute in the attribute configuration area includes: Receive configuration operations for the primary synergy attribute and the secondary synergy attribute in the attribute configuration area; The virtual pieces with the primary synergy attribute have a higher preparation priority than the virtual pieces with the secondary synergy attribute; the preparation priority is used to determine the order of action of the virtual pieces in the preparation area.

13. The method according to any one of claims 1 to 12, wherein, The attribute configuration area includes a first configuration position and a second configuration position. The first configuration position is used to configure the primary synergy attribute, and the second configuration position is used to configure the secondary synergy attribute. The receiving of configuration operations for the primary synergy attribute and the secondary synergy attribute in the attribute configuration area includes: In response to receiving a trigger operation on the first configuration location, at least one candidate synergy attribute is displayed in the attribute configuration area; a second selection operation is received on the first candidate synergy attribute among the at least one candidate synergy attributes, the second selection operation being a configuration operation on the primary synergy attribute, the primary synergy attribute being the first candidate synergy attribute; In response to receiving a trigger operation for the second configuration location, at least one candidate synergy attribute is displayed in the attribute configuration area; a third selection operation is received for a second candidate synergy attribute among the at least one candidate synergy attributes, the third selection operation being a configuration operation for the secondary synergy attribute, the secondary synergy attribute being the second candidate synergy attribute.

14. The method according to any one of claims 1 to 13, wherein, In response to receiving a trigger operation on the second configuration location, displaying at least one candidate synergy attribute in the attribute configuration area includes: When the primary synergy attribute is configured, in response to receiving a trigger operation on the second configuration position, at least one candidate synergy attribute associated with the primary synergy attribute is displayed in the attribute configuration area.

15. The method according to any one of claims 1 to 14, wherein, The preparation priority includes the deployment priority of virtual chess pieces to the battle area, and the deployment priority is used to determine the order in which virtual chess pieces are deployed to the battle area; The automatic preparation process for displaying the virtual match based on the configuration operation includes: Based on the configuration operation, the first virtual chess piece is displayed in the preparation area, and the first synergy attribute corresponding to the first virtual chess piece includes at least one of the primary synergy attribute and the secondary synergy attribute; Based on the deployment priority of the first virtual chess piece, the first virtual chess piece is automatically deployed to the battle area.

16. The method according to any one of claims 1 to 15, wherein, The preparation area includes attribute configuration controls; The display attribute configuration area includes: In response to receiving a trigger operation on the property configuration control, the property configuration area is displayed.

17. A virtual game preparation device, the device comprising: The first display module is used to display the preparation area and the battle area of ​​the chess game. The preparation area is used to display virtual chess pieces that are to be selected to participate in the virtual game, and the battle area is used to display the virtual chess pieces that have been selected to participate in the virtual game. The second display module is used to display the attribute configuration area, which is used to configure the synergy attributes of the virtual chess pieces that participate in the virtual game. The synergy attributes are used to activate the synergy effects of the virtual chess pieces, and the synergy effects include the combat effects generated by the cooperation between the virtual chess pieces. An operation receiving module is used to receive configuration operations for the first bond attribute in the attribute configuration area; The first display module is used to display the automatic preparation process of the virtual game based on the configuration operation; the automatic preparation process includes at least one of the following: the first virtual chess piece is automatically placed in the preparation area, and the first virtual chess piece is automatically deployed to the battle area; the first virtual chess piece has the first synergy attribute.

18. A computer device comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the preparation method for a virtual game as described in any one of claims 1 to 16.

19. A computer-readable storage medium storing at least one program, said at least one program being loaded and executed by a processor to implement the preparation method for a virtual game as described in any one of claims 1 to 16.

20. A computer program product comprising computer instructions that, when executed by a processor, implement the preparation method for a virtual game as described in any one of claims 1 to 16.

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