Method and apparatus for interaction processing in virtual scene, device, computer-readable storage medium and computer program product
By equipping virtual objects with virtual vehicles, the range of movement is expanded, and target virtual objects are used to chase and unleash skills, solving the problem of monotonous interaction methods in virtual scenes and enhancing the diversity and fun of interaction.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-10
- Publication Date
- 2026-05-28
Smart Images

Figure CN2025126716_28052026_PF_FP_ABST
Abstract
Description
A method, apparatus, device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes.
[0001] Cross-references to related applications
[0002] This application is based on Chinese Patent Application No. 202411670105.8, filed on November 20, 2024, and claims priority to that Chinese Patent Application, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This application relates to human-computer interaction technology, and more particularly to a method, apparatus, device, storage medium, and program product for interactive processing of virtual scenes. Background Technology
[0004] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and have various typical application scenarios. For example, in the virtual scene of games, it can simulate the real battle process between virtual objects.
[0005] In the process of players controlling virtual objects to interact in a virtual scene, the related technologies often involve interaction between players, such as the first player account controlling the first virtual object and the second player account controlling the second virtual object to fight against each other. The interaction method is relatively simple. Summary of the Invention
[0006] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can improve the diversity of interaction.
[0007] The technical solution of this application embodiment is implemented as follows:
[0008] This application provides an interactive processing method for a virtual scene, including:
[0009] Display the first virtual object carrying the virtual vehicle in the interface of the virtual scene;
[0010] In response to a movement control operation, the first virtual object is controlled to move with the assistance of the virtual vehicle, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle;
[0011] During the movement of the first virtual object, in response to the target virtual object within the movement range of the first virtual object satisfying the activation condition, the target virtual object is activated and controlled to chase the second virtual object;
[0012] In response to the target virtual object chasing the second virtual object, the target virtual object is controlled to release a virtual skill to the second virtual object, and the state of the second virtual object is changed.
[0013] This application provides an interactive processing device for a virtual scene, comprising:
[0014] The object display module is configured to display the first virtual object carrying the virtual vehicle in the interface of the virtual scene;
[0015] A motion control module is configured to control the first virtual object to move with the assistance of the virtual vehicle in response to a motion control operation, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle.
[0016] The first processing module is configured to, during the movement of the first virtual object, activate the target virtual object in response to the target virtual object within the movement range of the first virtual object meeting the activation condition, and control the target virtual object to chase the second virtual object;
[0017] The second processing module is configured to, in response to the target virtual object chasing the second virtual object, control the target virtual object to release virtual skills to the second virtual object and change the state of the second virtual object.
[0018] This application provides an electronic device, including:
[0019] Memory is used to store executable instructions or computer programs.
[0020] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.
[0021] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which, when executed by a processor, implement the interactive processing method for virtual scenes provided in this application.
[0022] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the interactive processing method for virtual scenes provided in this application.
[0023] The embodiments of this application have the following beneficial effects:
[0024] In the embodiments of this application, the player controls a first virtual object to move with the assistance of a virtual vehicle. During the movement of the first virtual object, when a target virtual object within the movement range of the first virtual object meets the activation conditions, the target virtual object can be activated. The player can then control the target virtual object to chase a second virtual object. When the target virtual object catches up with the second virtual object, the player controls the target virtual object to release a virtual skill onto the second virtual object and change the state of the second virtual object. Thus, in cases where the first virtual object cannot activate the target virtual object because it is not carrying a virtual vehicle (e.g., the target virtual object is located at a high position that the first virtual object cannot reach), Since the movement range of the first virtual object carrying a virtual vehicle is greater than that of the first virtual object not carrying a virtual vehicle, this increases the likelihood of a target virtual object existing within the movement range of the first virtual object, thereby increasing the probability of the target virtual object being activated. Furthermore, once the target virtual object is activated, it can chase a second virtual object in the virtual scene and release virtual skills to the second virtual object to change its state. This provides a way for the target virtual object and the second virtual object to interact, enriching the diversity and fun of interaction in the virtual scene, which is conducive to improving player retention for virtual scene products. Attached Figure Description
[0025] Figure 1 is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in an embodiment of this application;
[0026] Figure 2 is a schematic diagram of the structure of the electronic device 500 provided in an embodiment of this application;
[0027] Figure 3 is a flowchart illustrating the interactive processing method for virtual scenes provided in an embodiment of this application;
[0028] Figure 4 is a schematic diagram of the display of virtual objects provided in an embodiment of this application;
[0029] Figure 5 is a schematic diagram of the movement of a virtual object provided in an embodiment of this application;
[0030] Figure 6 is a schematic diagram of the jumping of virtual objects provided in an embodiment of this application;
[0031] Figure 7 is a schematic diagram of a virtual object chasing a target provided in an embodiment of this application;
[0032] Figure 8 is a schematic diagram of a virtual object releasing virtual skills according to an embodiment of this application;
[0033] Figure 9 is a schematic diagram of a virtual object chasing a target provided in an embodiment of this application;
[0034] Figure 10 is a flowchart illustrating the interactive processing method for virtual scenes provided in an embodiment of this application. Detailed Implementation
[0035] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0036] It is understood that in the embodiments of this application, data related to user information (such as user triggering operations, team attributes or role characteristics, etc.) are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with relevant laws, regulations and standards.
[0037] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0038] In the following description, the terms “first, second…” are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that “first, second…” may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.
[0039] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0040] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.
[0041] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.
[0042] 1) Client: An application that runs on a terminal and provides various services, such as a video playback client or a game client.
[0043] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.
[0044] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, the virtual scene may include sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within the virtual scene.
[0045] 4) Virtual objects: These are interactive images of people and things within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.
[0046] In practical applications, virtual objects can be divided into player characters and non-player characters based on whether they are controlled by the user (or player). Player characters are game characters controlled by the user (or player), while non-player characters are game characters not controlled by the user (or player), such as animal-type non-player characters (NPCs, Non-Player Characters) (such as elves or pets). Player characters and non-player characters can interact in the virtual scene.
[0047] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing in virtual scenes, which can improve the diversity of interaction methods. The following describes exemplary applications of the electronic device provided in this application. The electronic device provided in this application can be implemented as various types of user terminals such as laptops, tablets, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable gaming devices), smartphones, smart speakers, smartwatches, smart TVs, in-vehicle terminals, augmented reality (AR) devices, and virtual reality (VR) devices, or it can be implemented as a server. The following will describe exemplary applications when the device is implemented as a terminal.
[0048] Referring to Figure 1, which is a schematic diagram of the architecture of the virtual scene interactive processing system 100 provided in the embodiment of this application, in order to support an exemplary application, the terminal (terminal 400-1 and terminal 400-2 are shown as examples) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0049] In some embodiments, a client is configured on the terminal, such as a video playback client, an instant messaging client, a game client, a live streaming client, etc. Server 200 is the backend server corresponding to the client. It can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.
[0050] In practical applications, the terminal displays a first virtual object carrying a virtual vehicle in the interface of a virtual scene; in response to a movement control operation, the terminal controls the first virtual object to move with the assistance of the virtual vehicle, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object without a virtual vehicle; during the movement of the first virtual object, the server 200 detects whether the target virtual object within the movement range of the first virtual object meets the activation conditions and returns the detection result to the terminal; when the detection result indicates that the target virtual object within the movement range of the first virtual object meets the activation conditions, the terminal activates the target virtual object and controls the target virtual object to chase the second virtual object; in response to the target virtual object chasing the second virtual object, the terminal controls the target virtual object to release virtual skills to the second virtual object and changes the state of the second virtual object.
[0051] Referring to Figure 2, which is a schematic diagram of the structure of an electronic device 500 provided in an embodiment of this application, taking the terminal in Figure 1 as an example, the electronic device 500 shown in Figure 2 includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It is understood that the bus system 540 is used to realize the connection and communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses are labeled as bus system 540 in Figure 2.
[0052] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.
[0053] Memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory. Memory 550 may optionally include one or more storage devices physically located away from processor 510.
[0054] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0055] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks; network communication module 552 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 include: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.
[0056] In some embodiments, the virtual scene interaction processing device provided in this application can be implemented in software. The virtual scene interaction processing device provided in this application can be provided in various software embodiments, including various forms such as applications, software, software modules, scripts, or code. Figure 2 shows a virtual scene interaction processing device 555 stored in memory 550, which can be software in the form of programs and plug-ins, and includes a series of modules, including an object display module 5551, a movement control module 5552, a first processing module 5553, and a second processing module 5554. These modules are logically related, and therefore can be arbitrarily combined or further divided according to the functions implemented. The functions of each module will be described below.
[0057] In other embodiments, the apparatus provided in this application can be implemented in hardware. As an example, the apparatus provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the interactive processing method of the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), digital signal processors (DSPs), programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.
[0058] In some embodiments, the terminal or server can implement the interactive processing method of the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in the operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as instant messaging APPs and live streaming APPs; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to the browser environment to run. In summary, the above-mentioned computer-executable instructions can be any form of instruction, and the above-mentioned computer programs can be any form of application, module, or plugin.
[0059] As mentioned above, the virtual scene interaction processing method provided in this application embodiment can be implemented by various types of electronic devices. For example, it can be executed individually by either the terminal or the server 200 in Figure 1, or it can be executed collaboratively by the terminal and the server 200 in Figure 1. Next, we will describe the virtual scene interaction processing method provided in this application embodiment by having the terminal in Figure 1 execute the method alone as an example. Referring to Figure 3, which is a flowchart illustrating the virtual scene interaction processing method provided in this application embodiment, we will explain the steps in conjunction with Figure 3.
[0060] Step 101: The terminal displays the first virtual object carrying the virtual vehicle in the interface of the virtual scene.
[0061] In practical applications, a client that supports virtual scenes is installed on the terminal (for example, when the virtual scene is a game, the corresponding client can be a game APP). When the user opens the client installed on the terminal and the terminal runs the client, the interface of the virtual scene can be displayed in the client. The first virtual object controlled by the target account (i.e., the account corresponding to the current terminal) is displayed in the interface of the virtual scene. The target account can control the first virtual object to perform various interactions in the virtual scene, such as controlling the first virtual object to move in the virtual scene, pick up virtual props, release virtual skills, etc.
[0062] The first virtual object can be equipped with a variety of virtual items, such as functional items with specific functions (e.g., speed boost, increased attack power, restored health, provided special abilities, etc.). These virtual items include virtual weapons that provide attack power (e.g., swords, bows, guns, etc.), virtual armor that reduces damage taken by the player (e.g., armor, shields, etc.), virtual accessories that provide special buffs (e.g., rings, amulets, etc.), virtual items that provide special functions (e.g., maps, compasses, etc.), and virtual vehicles that provide mobility and assist the first virtual object in moving. Virtual vehicles include, but are not limited to: virtual skateboards, virtual roller skates, virtual surfboards, virtual spaceships, virtual paragliders, etc.
[0063] Furthermore, the virtual scene interface can also display multiple virtual objects for the first virtual object to interact with. These virtual objects possess certain virtual skills, and activated virtual objects can assist the first virtual object in interacting within the virtual scene. When the number of activated virtual objects accumulates to a certain level, it can provide additional benefits to the first virtual object, thereby enhancing the player's skills. Virtual objects can have various shapes, such as spheres, polyhedra, cylinders, cones, and other geometric extensions; they can also be biological forms (such as bird shapes, plant shapes, etc.), everyday object forms (such as virtual off-road vehicles, virtual jetpacks, etc.), or other irregular shapes. This application embodiment does not limit the shape of the virtual objects.
[0064] In some embodiments, before activating the target virtual object (which is any one or more of multiple virtual objects in a virtual scene), the multiple virtual objects satisfy any one of the following conditions (i.e., multiple virtual objects are displayed in any one of the following ways): there are at least two virtual objects of different sizes, and the amount of change in the state of the virtual object in response to the target is positively correlated with the size of the virtual object; there are at least two different types of virtual objects, and the type of change in the state of the target by the virtual object is related to the type of virtual object; the virtual objects are scattered in different positions in the virtual scene, and the difficulty of satisfying the activation condition is related to the position of the virtual object, and the amount of change in the state of the virtual object in response to the target is positively correlated with the difficulty of satisfying the activation condition; there are at least two virtual objects with different effective durations; the multiple virtual objects are displayed periodically in the virtual scene.
[0065] For example, refer to Figure 4, which is a schematic diagram of the display of virtual objects provided in the embodiments of this application. Taking virtual objects as virtual spheres and virtual vehicles as virtual skateboards as examples, multiple virtual spheres 401 with different positions and different sizes are displayed in the interface of the virtual scene, as well as a first virtual object 403 carrying a virtual skateboard 402. Players can control the first virtual object 403 carrying the virtual skateboard 402 to move in the virtual scene and activate the virtual spheres during the movement.
[0066] In practical applications, the terminal can periodically refresh and display multiple virtual objects in the virtual scene interface. Due to the differences in size, position, etc., of different virtual objects, the difficulty of meeting the activation conditions varies for different virtual objects; that is, the difficulty of activating different virtual objects by the first virtual object is different. Multiple virtual objects are scattered in different locations in the virtual scene (such as high places, narrow passages, areas far from the main path, etc.), and the activation difficulty is directly related to their location (e.g., the higher or more concealed the virtual object is, the higher the operational precision required to activate it). Furthermore, the amount of state change required for the second virtual object is positively correlated with the activation difficulty. Generally, the more difficult it is for the first virtual object to activate a virtual object, the greater the auxiliary effect the activated virtual object provides to the first virtual object. For example, if the auxiliary effect of the activated virtual object is to change the state of the target being chased (such as the second virtual object), the amount of change in the state of the target being chased by the virtual object is positively correlated with the difficulty of meeting the activation conditions. For example, if the height of virtual object 1 in the virtual scene is higher than the height of virtual object 2, and the first virtual object can activate virtual object 2 without riding a virtual vehicle, but the first virtual object can only activate virtual object 1 with the assistance of jumping on a virtual skateboard, then the difficulty of activating virtual object 1 is greater than the difficulty of activating virtual object 2. Therefore, after virtual objects 1 and 2 are activated, the amount of change in the state of the second virtual object when virtual object 1 chases it is greater than the amount of change in the state of the second virtual object when virtual object 2 chases it. In this way, by using the "high difficulty, high reward" approach, players are encouraged to take advantage of the mobility of virtual vehicles (such as traversing terrain and quickly reaching special locations) to challenge and activate highly difficult virtual objects. This not only verifies the player's skills in controlling the virtual vehicle, but also guides the player to explore the entire scene through differentiated rewards, thereby increasing the depth of interaction.
[0067] Different virtual objects can have different sizes. The size of a virtual object is positively correlated with the energy of its virtual skills. Generally, the larger the virtual object, the greater the change in the target's status (such as damage, slowing effect, and debuff strength) when it is activated and releases its virtual skills. For example, if virtual object 1 is larger than virtual object 2, then the damage dealt by activated virtual object 2 to the second virtual object will be greater than that dealt by activated virtual object 1, and the slowing effect of activated virtual object 2 on the second virtual object will be more significant than that of activated virtual object 1. Therefore, players need to choose which virtual object to activate first based on combat needs (such as rapid suppression or sustained attrition), while also considering the mobility of virtual vehicles (wide-range movement), weighing the options between "quickly activating small virtual objects" and "precisely locating and activating large virtual objects" to improve strategic decision-making.
[0068] Different virtual objects can have the same or different effective durations. After a virtual object is displayed in the virtual scene, a countdown timer is shown for that object. The virtual object can be activated before the countdown reaches zero. After the countdown reaches zero, the virtual object disappears, and a new virtual object is refreshed at a fixed or random location in the virtual scene. The effective duration of the new object can be the same as or different from the previous one. In addition, multiple virtual objects can be displayed in batches or one by one in specific areas of the virtual scene (such as aerial platforms or ground spawn points) at fixed intervals (such as every 30 seconds), and the display time is limited (such as disappearing after 15 seconds until the next refresh cycle). In this display method, the time periodicity determines the activation window for virtual objects. Players need to use the fast movement ability of virtual vehicles within each cycle to activate the virtual object before it disappears. By using time limits and periodic refreshes, the interaction with virtual objects is no longer a simple search and activation, but a complex gameplay that incorporates time pressure, dynamic changes, and strategic trade-offs. This further strengthens the test of players' reaction speed, resource planning ability, and virtual vehicle control skills, and enhances players' ability to quickly control virtual vehicles (such as predicting refresh time and planning movement paths). At the same time, it avoids too many virtual objects in the virtual scene, which can lead to chaotic interaction and maintain the rhythm and tension of the gameplay.
[0069] Furthermore, the effective duration of a virtual object can also refer to the duration for which it continuously pursues a second virtual object after being activated, or the duration for which a virtual object's skill affects the state of the second virtual object. Differences in duration affect the persistence of the effect. For example, a long-duration virtual object 1, once activated, can pursue a second virtual object for 10 seconds, or its skill can slow the second virtual object for 8 seconds; a short-duration virtual object 2, once activated, only pursues the second virtual object for 3 seconds, or its skill can slow the second virtual object for 2 seconds. Thus, players need to choose based on the combat rhythm. If the second virtual object moves quickly and requires continuous suppression, the long-duration virtual object should be activated first (it may require moving a greater distance to activate); if the second virtual object only needs momentary interference, the short-duration virtual object can be chosen (it may be easier to activate). The difference in duration increases the difficulty of judging the timing of the operation.
[0070] Different virtual objects can also have different types. The type of a virtual object is mostly determined by the type of virtual skill it possesses. An activated virtual object of a certain type changes at least one corresponding state of the target it is pursuing. For example, virtual object 1 has a skill that changes the target's health, and virtual object 2 has a skill that changes the target's movement speed. If virtual object 1 is activated and pursues the second virtual object, the second virtual object's health is changed. If virtual object 2 is activated and pursues the second virtual object, the second virtual object's movement speed is changed. In other words, the type of virtual object determines its effect attribute. For example, a lightning-type virtual object, when activated, paralyzes the second virtual object (preventing it from moving); a frost-type virtual object, when activated, slows the second virtual object; and a fire-type virtual object, when activated, inflicts continuous damage on the second virtual object. This enriches the interactive dimensions in the virtual scene. Players need to select the type of virtual object to activate based on the current state of the second virtual object (such as whether it has slowed down) or the needs of the scene (such as urgently needing to activate the virtual object), taking advantage of the wide range of movement of the virtual vehicle. This strengthens the skill requirements for selecting the activation target and adapting the operation.
[0071] Through the above methods, multiple virtual objects of different sizes, positions, types, and effective durations are displayed in the virtual scene interface. The positions of the virtual objects in the virtual scene can be changed at any time. This not only enriches the diversity of virtual objects in the virtual scene, but also increases the randomness and fun of players' interaction with virtual objects. Furthermore, it deeply integrates with the core objective of expanding the movement range of virtual vehicles to verify or improve players' skills, ultimately achieving multiple gameplay experiences such as strategy selection, operational precision, and scene exploration.
[0072] Step 102: In response to a movement control operation, control the first virtual object to move with the assistance of a virtual vehicle, wherein the movement range of the first virtual object carrying a virtual vehicle is greater than the movement range of the first virtual object not carrying a virtual vehicle.
[0073] In practical applications, when the terminal controls the movement of the first virtual object, it can control the first virtual object to ride on a virtual vehicle and move with the assistance of the virtual vehicle. Under normal circumstances, the virtual vehicle has positive feedback movement capability. The movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object without the virtual vehicle. This means that the first virtual object can activate more virtual objects with the assistance of the virtual vehicle, especially virtual objects that are difficult to activate without the assistance of the virtual vehicle.
[0074] Taking a virtual skateboard as an example, with the assistance of the virtual skateboard, the first virtual object moves faster, travels farther, or moves higher within the target time period after riding the virtual skateboard compared to before riding it (i.e., it performs a jump action with the help of the virtual skateboard). Since there are various virtual objects distributed in the virtual scene, this helps to expand the range of virtual objects that the first virtual object can activate.
[0075] Taking a virtual jetpack as an example, the first virtual object carrying the jetpack can achieve vertical ascent (up to the height of a 10-story building in the virtual scene) under the continuous jet propulsion, easily reaching high areas such as rooftops and cliff tops, thereby activating virtual objects that are inaccessible on foot due to their height (such as large boost spheres on mountaintops). The jetpack can turn 360 degrees in the air and move slowly while hovering, facilitating the first virtual object to accurately locate and activate scattered small virtual objects at high altitudes (such as star-shaped objects floating in the air). Under the action of the jetpack, the first virtual object can directly cross terrain obstacles such as canyons and rivers without detours, covering 2-3 times the lateral range of walking in the same amount of time, making it particularly suitable for activating virtual objects distributed in complex terrain areas.
[0076] Taking a virtual off-road vehicle as an example, the virtual off-road vehicle can crush obstacles such as low bushes and rocks in the virtual scene, maintaining a stable speed (about twice the walking speed) on terrain that is difficult to traverse on foot, such as mud and steep slopes. This allows the first virtual object to penetrate into wilderness, mountains, and other areas, activating virtual objects distributed in the natural environment (such as supply box-shaped objects hidden in the forest). The virtual off-road vehicle can also carry additional props (such as ejection seats), which, when activated, can launch the first virtual object into the air up to 5 meters high, temporarily gaining a high-altitude view to locate virtual objects at higher altitudes, further compensating for the height limitations of ground vehicles.
[0077] Referring to Figure 5, which is a schematic diagram of the movement of a virtual object provided in an embodiment of this application, taking a virtual skateboard as a virtual vehicle and a virtual sphere as a virtual object as an example, the first virtual object 501 moves in the virtual scene while riding on the virtual skateboard 502. With the assistance of the virtual skateboard 502, a prompt message 503 is displayed to indicate that the movement range of the first virtual object 501 is improved compared to the movement range when it is not riding on the virtual skateboard 502 (that is, the range for picking up the ball or the range for activating the virtual sphere is improved, such as by 300%).
[0078] Through the above methods, different virtual vehicles, by enhancing dimensions such as speed, altitude, terrain adaptability, or special scene permissions, have all achieved the core objective of making the first virtual object's movement range greater than that of an unmounted state. Furthermore, the characteristics of the virtual vehicles are matched with the distribution of virtual objects in the virtual scene (such as high altitude, wilderness, magical areas, etc.), ultimately helping the first virtual object to activate more virtual objects that were originally difficult to reach. At the same time, the diversity of gameplay is enhanced by the differentiation of vehicle operation (such as the vertical control of the jetpack and the terrain judgment of the off-road vehicle).
[0079] In some embodiments, the terminal may respond to a movement control operation by controlling a first virtual object to move with the assistance of a virtual vehicle in the following manner: in response to a movement control operation, when a jump condition is met, the terminal controls the first virtual object to detach from the virtual vehicle with the assistance of the virtual vehicle and perform a jump action along a preset jump trajectory; in response to the completion of the jump action, the terminal controls the first virtual object to land on the virtual vehicle and continue to move on the ground; wherein, the jump condition includes any one of the following: receiving a trigger operation for the jump control, the first virtual object moving to the target area after touching the ground, and the matching degree between the target area and the jump action exceeds a matching degree threshold.
[0080] In practical applications, when controlling the movement of the first virtual object, it can be controlled to move by touching the ground or jumping with the assistance of a virtual vehicle. Taking a virtual skateboard as an example, see Figure 6. Figure 6 is a schematic diagram of the jumping of a virtual object provided in the embodiment of this application. The first virtual object, which is controlled to step on the virtual skateboard 601, can move by touching the ground with the sliding assistance of the virtual skateboard 602 (i.e., the virtual skateboard is in contact with the ground, and the first virtual object has not left the virtual skateboard). It can also be controlled to perform a jumping action with the assistance of the virtual skateboard 602 when the jumping conditions are met. For example, during the take-off phase, the control can be adjusted. The first virtual object places its front foot on the front of the virtual skateboard, and pushes off the ground with its back foot to gain upward momentum. During the takeoff phase, after pushing off the ground, the first virtual object quickly lifts its back foot off the ground, and at the same time, its front foot also leaves the virtual skateboard, achieving a full body liftoff. During the air phase, the first virtual object maintains its balance and adjusts its body posture according to the type of jump, which may include rotations or other movements. During the landing phase, the first virtual object prepares to land at the highest point of the jump, adjusting the position of the virtual skateboard and its body to ensure a smooth landing back on the virtual skateboard.
[0081] There can be multiple jump conditions. For example, when a player triggers the jump control, the jump condition is considered met, and the first virtual object is controlled to perform a jump action. When the jump condition is met, there can be special effects feedback from the virtual vehicle (such as the virtual skateboard spewing out accelerating flames). At the same time, the jump force can be related to the trigger duration (short press for a small jump, long press for a large jump), allowing players to control the jump trajectory with precision (such as using a small jump to cross a narrow ditch and a large jump to leap over a canyon). In addition, to avoid meaningless jumps, the jump can be triggered only when the virtual vehicle's movement speed is greater than or equal to a speed threshold (such as the skateboard cannot jump when gliding at low speeds, but can be activated when it is at high speeds), preventing players from frequently jumping in place and affecting the experience.
[0082] For example, when the first virtual object moves to the target area, the features of the target area (such as whether there are obstacles, such as hillsides, railings, etc.) are matched with the features of multiple candidate actions (such as jumping, squatting, splits, etc.) to obtain the matching degree between the target area and each candidate action. When the matching degree between the target area and the jumping action exceeds the matching degree threshold, it is determined that the jumping condition is met, and the first virtual object is automatically controlled to perform the jumping action to cross the target area. In addition, the target area can also be represented by special markers in the virtual scene (such as glowing ramps on the ground or arrow markers at the top of ramps). Different areas correspond to different jump trajectories (such as ramp areas matching forward high jumps, and ramp areas matching diagonal jumps along the ramp). The matching degree can be calculated by parameters such as the degree of overlap between the center point of the virtual vehicle and the center point of the target area, and the angle between the direction of movement of the virtual vehicle and the direction indicated by the target area. For example, when the virtual vehicle completely enters the ramp area (100% overlap) and the direction of movement of the virtual vehicle is consistent with the direction of the ramp (0° angle), the matching degree reaches the matching degree threshold (such as 80%), and the jump is automatically triggered. If the virtual vehicle only partially enters or deviates from the direction, the matching degree is insufficient, and the jump is not triggered to avoid misoperation.
[0083] For example, jump conditions can be linked to the virtual vehicle's state to increase the strategic depth of the gameplay. For instance, a virtual vehicle could be required to accumulate a certain amount of energy (e.g., by activating virtual objects). When the energy level is greater than or equal to a threshold, the jump ability would be automatically unlocked (e.g., when the jetpack is full, it automatically jumps when approaching a cliff, without needing to be manually triggered). Alternatively, when a virtual vehicle is attacked (e.g., hit by a second virtual object's skill) and its damage level is greater than or equal to a damage threshold, the jump condition would be met, forcibly triggering a jump (e.g., a skateboard bouncing off its balance), increasing the randomness and tension of the scene.
[0084] For example, a jump condition can be triggered based on the target being pursued (the second virtual object), linking the jump action with the combat target. This serves the core gameplay of activating virtual objects and pursuing the second virtual object. For instance, if the distance between the first and second virtual objects is less than or equal to a distance threshold (e.g., 10 meters), and the second virtual object is at a high position (e.g., on a rooftop), the jump condition is considered met, and an upward jump is automatically triggered (e.g., if the virtual vehicle detects that the second virtual object is at a high position, it actively assists the player in jumping to the corresponding height). Another example is if the second virtual object releases a target skill (e.g., a fire circle on the ground). The virtual vehicle can detect the area where the target skill is active and, just before stepping into that area, considers the jump condition met, triggering a jump (e.g., jumping forward away from the fire circle). This serves both as an evasion mechanism and expands the movement range.
[0085] For example, jump conditions can be triggered based on the distribution of virtual objects. This means combining the goal of activating virtual objects with the action of jumping to obtain specific virtual objects. For instance, if a virtual object (like an energy ball in the air) is located near the virtual vehicle's path and is within the vehicle's jump trajectory, the player is automatically prompted to jump (e.g., an icon appears on the screen indicating it can be jumped to obtain the object), guiding the player to actively activate it. Similarly, when a dense cluster of virtual objects (like multiple small balls) is detected ahead, requiring a jump to reach, the virtual vehicle automatically enters a jump-ready state (e.g., the skateboard lights flash), allowing the player to trigger the jump with a simple touch, lowering the barrier to entry.
[0086] By offering diverse jumping conditions, the game retains the freedom of active player control (such as control triggers) while increasing the rationality of passive triggers through elements such as scene interaction, vehicle status, and target association. Ultimately, this makes jumping not only a means of expanding movement range but also a key link connecting "vehicle control - scene exploration - target pursuit," enhancing the continuity and strategy of the gameplay.
[0087] In some embodiments, during the process of the first virtual object performing a jumping action, the terminal can also control the virtual vehicle to move with a preset action, and when the first virtual object lands, control the virtual vehicle to move to the target position; wherein, the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, the second distance threshold being the maximum distance that controls the first virtual object to smoothly return from the landing position to the virtual vehicle located at the target position.
[0088] In practical applications, taking a virtual skateboard as an example, when controlling the first virtual object to perform a jump, it can be controlled to detach from the virtual skateboard to perform the jump, or it can be controlled to perform the jump while still on the virtual skateboard (i.e., the first virtual object is not detached from the virtual skateboard). When the first virtual object detaches from the virtual skateboard to perform the jump, during the process of controlling the first virtual object to perform the jump, the virtual vehicle can be controlled to move with a preset action (such as sliding on the ground or jumping). This allows the virtual skateboard to move to the landing position or target position of the first virtual object when it lands. The distance between the target position and the landing position of the first virtual object is lower than a second distance threshold (the maximum distance from which the first virtual object can smoothly return from the landing position to the virtual vehicle at the target position). This allows the first virtual object to land smoothly back onto the virtual skateboard, or, even if it does not land precisely back onto the virtual skateboard, it can be controlled to smoothly return to the virtual skateboard from the landing position due to inertia.
[0089] In this way, with the assistance of the virtual vehicle, the movement range of the first virtual object is expanded, and the number of virtual objects within the movement range of the first virtual object increases, thus expanding the range in which the first virtual object activates the virtual sphere.
[0090] Step 103: During the movement of the first virtual object, in response to the target virtual object within the movement range of the first virtual object meeting the activation condition, the target virtual object is activated and controlled to chase the second virtual object.
[0091] In practical applications, during the movement of the first virtual object, the movement range of the first virtual object can be a circular area centered on the first virtual object and with the target distance as the radius. Of course, the movement range can also be an area of other shapes. This application embodiment does not limit the shape of the movement range of the first virtual object. It is understood that as the first virtual object moves, the movement range of the first virtual object also changes accordingly.
[0092] In some embodiments, the activation conditions include any one of the following: the distance between the target virtual object and the first virtual object is less than a first distance threshold; a touch operation is received from the first virtual object on the target virtual object; a first placement operation is received for a target item combination, wherein the target item combination is obtained by combining multiple virtual items in a preset combination manner to activate the target virtual object; a second placement operation is received for a virtual activation prop, wherein the second placement operation instructs the virtual activation prop to be placed at an associated position of the target virtual object; a third placement operation is received for a virtual activation mechanism, wherein the third placement operation instructs the virtual activation item to be placed on the virtual activation mechanism, or instructs the virtual activation mechanism to be placed at an associated position of the target virtual object; a connection operation is received for a virtual connection item, wherein the connection operation instructs the virtual connection item to be connected to the target virtual object.
[0093] In practical applications, during the movement of the first virtual object, the movement range of the first virtual object can be a circular area centered on the first virtual object and with the target distance as the radius. Of course, the movement range can also be an area of other shapes. This application embodiment does not limit the shape of the movement range of the first virtual object. It is understood that as the first virtual object moves, the movement range of the first virtual object also changes with the movement of the first virtual object.
[0094] The target virtual object is any one or more virtual objects within the movement range of the first virtual object. In some embodiments, the activation operation for the target virtual sphere can be an activation operation automatically triggered by the terminal. For example, assuming that the movement range of the first virtual object assisted by the virtual vehicle has the ability to automatically activate virtual objects within the movement range, then when the distance between the target virtual object and the first virtual object is less than a first distance threshold (which can be regarded as the radius of the movement range), that is, once the target virtual object is within the movement range of the first virtual object, the activation condition can be considered satisfied without the player performing any operation on the target virtual sphere. In this case, the target virtual object can be automatically activated. Thus, the activation condition is triggered by distance, and the target virtual object can be automatically activated without additional operation, which significantly reduces the operation threshold. In scenarios where surrounding virtual objects are quickly activated during movement, it can improve interaction efficiency, allowing players to focus more on vehicle control and path planning. At the same time, through the implicit rules triggered by distance, players are guided to actively adjust their movement trajectory to get closer to the target, indirectly strengthening the ability to judge spatial distance, making the activation process more in line with the natural exploration logic.
[0095] In other embodiments, the activation operation for the target virtual sphere can also be an activation operation actively triggered by the player. That is, the player needs to perform a relevant operation that can activate the target virtual object to activate it. For example, if the first virtual object touches the target virtual object during the movement of the first virtual object (i.e., the first virtual object performs a direct touch operation on the target virtual object, such as picking up or launching), the activation condition for the target virtual object can be considered to be met. In this way, using touch as the activation condition emphasizes the intuitiveness of the operation and the sense of physical interaction, making the activation of the virtual object echo the contact triggering logic in the real world, enhancing the player's sense of immersion. In scenarios that require precise positioning, such as when the virtual object is hidden behind a narrow passage or specific terrain, the player needs to fine-tune the position of the vehicle to make the first virtual object touch it. This ensures the controllability of the activation and increases the test of operational precision by requiring contact, making the activation process more rewarding.
[0096] In other embodiments, the first virtual object can also activate the target virtual object by performing operations other than direct touch operations. For example, if the first virtual object combines multiple virtual items according to a preset combination method (which can be set by the server or by the player) to obtain the target item combination, the activation condition for the target virtual object located within the movement range of the first virtual object can be considered satisfied. Thus, activating virtual objects by combining items combines activation logic with strategy, expanding the depth of gameplay. Players must first collect scattered virtual items and combine them according to a preset method, then activate the target virtual object through placement. This process not only tests resource collection ability but also requires players to understand the association rules between items. Its benefit lies in upgrading the activation behavior from a simple trigger to a complex task of puzzle-solving and operation, enhancing the game's strategy and exploration fun, while providing a reasonable unlocking mechanism for hidden content in the virtual scene.
[0097] For example, if the first virtual object places a virtual activation item (the type of the virtual activation item is related to the type of the target virtual object; for example, if the target virtual object is a virtual energy ball, the virtual activation item can be a virtual battery that can provide energy) in an associated location of the target virtual object (such as a location near the target virtual object or a location within the target virtual object), then the activation condition for the target virtual object located within the movement range of the first virtual object can be considered satisfied. In this method, activating virtual objects by placing virtual activation items focuses on the matching of the functionality of the virtual activation items with the scene location. For example, a signal transmitter can only be activated by placing it in an associated area of the virtual object (such as next to an energy tower). This method strengthens the logic of scene interaction, making the activation process closely integrated with the rules of the virtual world (such as the coverage area of the energy field, the trigger area of the mechanism). Players need to observe scene clues to determine the associated location, and then use the movement advantage of virtual vehicles to reach the target point to complete the placement. This not only increases the necessity of scene exploration, but also makes the activation behavior a key link in advancing the plot or unlocking functions, enhancing the sense of immersion in the gameplay.
[0098] For example, if the first virtual object places a virtual activation item on a virtual activation mechanism used to activate virtual objects, the activation condition for the target virtual object located within the first virtual object's movement range can be considered satisfied, i.e., the target virtual object is activated through a mechanical or magical mechanism. Alternatively, if the first virtual object places a virtual activation mechanism (such as an activation starter or activation code) at an associated location of the target virtual object (such as a location near the target virtual object or a location within the target virtual object), the activation condition for the target virtual object located within the first virtual object's movement range can be considered satisfied. This activation condition, through the bidirectional logic of placing an activation item on a virtual activation mechanism or placing a virtual activation mechanism on a target location, constructs a more complex activation chain. For example, players need to find the virtual activation mechanism first, move it near the virtual object, and then place the activation item to activate the mechanism. The advantage of this is that it breaks down the activation process into a multi-step task of "finding-moving-placing", which enhances the sense of layering and challenge of the gameplay. At the same time, the design of the connection between the mechanism and the virtual object (such as the virtual activation mechanism needing to be aligned with a specific angle of the virtual object) can further test the player's spatial layout ability, making the activation behavior not only an operation, but also an understanding and application of the scene logic.
[0099] For example, if the first virtual object connects a virtual connecting item (such as a virtual wire used to activate a virtual object) to the target virtual object, the activation condition for the target virtual object located within the first virtual object's movement range can be considered satisfied. Thus, using the connection between a virtual item and a target virtual object as the activation condition highlights the core gameplay of association construction. For instance, connecting a power generator to a virtual sphere with a virtual cable to activate its energy has the advantage of concretizing the activation logic into a physical connection, making the abstract activation rules visible and operable, enhancing the player's understanding of the interaction process. Simultaneously, the connection operation can be designed to require avoiding obstacles (such as bypassing other virtual objects) or maintaining connection stability (such as preventing excessive bending of the cable), increasing the skill involved in the operation and enhancing the player's sense of accomplishment through visual feedback of successful connections (such as current flow effects).
[0100] By configuring various activation conditions to activate the virtual sphere, the diversity and fun of activating virtual objects in the virtual scene are enriched, which helps to improve the player retention rate for virtual scene products.
[0101] In some embodiments, the terminal may control the target virtual object to chase the second virtual object in the following manner: in response to the number of second virtual objects being at least two, determine the matching degree between the target virtual object and each second virtual object; control the target virtual object to chase the second virtual object with the highest matching degree.
[0102] The second virtual object can be a virtual object controlled by an account on another terminal side that is different from the current terminal, or it can be a non-player character, such as a virtual pet or a virtual monster.
[0103] In practical applications, after the target virtual object is activated, if there are multiple followable second virtual objects in the virtual scene, the follow-up priority of different second virtual objects is different. The follow-up priority of the second virtual object is determined by the matching degree between the target virtual object and the second virtual object; the higher the matching degree, the higher the follow-up priority. The terminal determines the matching degree between the target virtual object and each second virtual object, sorts the matching degrees in descending order, and then controls the target virtual object to follow the second virtual object with the highest matching degree (i.e., the highest follow-up priority) to improve the targeting accuracy of the follow-up.
[0104] In some embodiments, the terminal may determine the matching degree between the target virtual object and each second virtual object by: acquiring parameter features that affect the matching degree between the target virtual object and the second virtual object, the parameter features including a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature includes at least one of the following: position, pursuit speed, virtual skills possessed, and change in state in response to the pursuit target, and the second feature includes at least one of the following: position, movement speed, and state value; based on the parameter features, predicting through a machine learning model to obtain the matching degree between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of the training samples and the matching degree of the labeled training samples, the parameter features including the features of the sample virtual object and the features of the sample virtual object.
[0105] In practical applications, when determining the matching degree between a target virtual object and a second virtual object, the terminal can first obtain the first feature of the target virtual object and the second feature of the second virtual object as parameter features affecting the matching degree. The first feature includes, but is not limited to: the position of the target virtual object when activated, the pursuit speed of the target virtual object when chasing the target, the virtual skills possessed by the target virtual object (affecting the type of change to the state of the chasing target when releasing a virtual skill), and the amount of change to the state of the chasing target that the target virtual object can bring when releasing a virtual skill. The second feature includes, but is not limited to: the current position of the second virtual object, the movement speed of the second virtual object, and its status values (such as health points, mana points, etc.). After obtaining the parameter features affecting the matching degree between the target virtual object and the second virtual object, these parameter features can be input into a trained machine learning model. The machine learning model can then predict the matching degree between the target virtual object and the second virtual object, making the prediction more accurate.
[0106] The machine learning model is trained in the following way: based on the features of the sample virtual objects and the features of the sample virtual objects, the machine learning model is called to calculate the predicted matching degree. The predicted matching degree is compared with the labeled matching degree. After determining the value of the loss function of the machine learning model, it can be judged whether the value of the loss function exceeds the preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the machine learning model is determined based on the loss function. The error signal is backpropagated in the machine learning model, and the model parameters of each layer are updated during the propagation process.
[0107] The embodiments of this application do not limit the model structure of the machine learning model. For example, the machine learning model can be a convolutional neural network, a deep neural network, etc.; nor are they limited to the form of the loss function. For example, it can be a cross-entropy loss function, an L2 loss function, etc.
[0108] Here, we explain backpropagation. Training sample data is input into the input layer of the machine learning model, passes through the hidden layer, and finally reaches the output layer to output the result. This is the forward propagation process of the machine learning model. Since there is an error between the output result of the machine learning model and the actual result, the error between the output result and the actual value is calculated and backpropagated from the output layer to the hidden layer until it reaches the input layer. During the backpropagation process, the values of the model parameters are adjusted according to the error. That is, a loss function is constructed based on the error between the output result and the actual value, and the partial derivatives of the loss function with respect to the model parameters are calculated layer by layer to generate the gradient of the loss function with respect to the model parameters of each layer. Since the direction of the gradient indicates the direction of error amplification, the gradient of the model parameters is inverted and summed with the original parameters of each layer of the model. The summation result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters. The above process is iterated until convergence.
[0109] In this way, when there are multiple second virtual objects that can be tracked, the terminal automatically predicts the matching degree between the target virtual object and each second virtual object, and controls the target virtual object to automatically track the second virtual object with the highest matching degree, thereby improving the targeting and intelligence of the tracking target.
[0110] In some embodiments, the terminal can control the target virtual object to chase the second virtual object in the following ways: in response to the number of second virtual objects being at least two, control each second virtual object to be in a selectable state; in response to the selection operation, control the target virtual object to chase the selected second virtual object.
[0111] In practical applications, after the target virtual object is activated, if there are multiple chaseable second virtual objects in the virtual scene, each second virtual object can be controlled to be in a selectable state so that the player can choose a target to chase. When the player selects a second virtual object, the terminal responds to the selection operation and controls the target virtual object to chase the selected second virtual object. In this way, the targeting of the chase can be improved and the player's initiative can be enhanced.
[0112] It should be noted that for multiple trackable second virtual objects, the tracking priorities of different second virtual objects are usually different. That is, the matching degree between the target virtual object and each second virtual object is usually different. The higher the matching degree between the target virtual object and the second virtual object, the higher the tracking priority of the second virtual object. In this case, a display method corresponding to the tracking priority (or matching degree) can be used to display each second virtual object. That is, for second virtual objects with different tracking priorities (or matching degrees), different display styles (such as different display colors, different display brightness, different display indicators, etc.) can be used to display each second virtual object, or the second virtual object with the highest tracking priority (or matching degree) can be highlighted. This makes it easier for users to select the required second virtual object for the target virtual object to track, which helps to improve the efficiency and targeting of the tracking target selection.
[0113] In some embodiments, the terminal can control a target virtual object to chase a second virtual object in the following manner: in response to the fact that the number of both the target virtual object and the second virtual object is at least two, the terminal controls a first part of the virtual objects in the at least two target virtual objects to chase a first part of the virtual objects in the at least two second virtual objects, and controls a second part of the virtual objects in the at least two target virtual objects to chase a second part of the virtual objects in the at least two second virtual objects; wherein, the matching degree between the first part of the virtual object and the first part of the virtual object is higher than a first matching degree threshold, and the matching degree between the second part of the virtual object and the second part of the virtual object is higher than a second matching degree threshold.
[0114] In practical applications, when there are multiple activated target virtual objects and multiple second virtual objects available for pursuit, the terminal controls the first part of the activated target virtual objects to pursue the first part of the available second virtual objects, and controls the remaining second part of the virtual objects to pursue the second part of the virtual objects. That is, the terminal can first determine the matching degree between each target virtual object and each second virtual object, and control each target virtual object to pursue the second virtual object with the highest matching degree. For example, referring to Figure 7, which is a schematic diagram of virtual objects chasing targets provided in an embodiment of this application, it is assumed that there are three activated target virtual objects, namely target virtual object 1, target virtual object 2, and target virtual object 3. Among them, target virtual object 1 and target virtual object 2 chase the second virtual object 1 with the highest matching degree, and target virtual object 3 chases the second virtual object 2 with the highest matching degree. In this way, not only can the targeting and effectiveness of chasing targets be improved, but also chaotic chasing can be avoided, allowing each target virtual object to play its maximum role, and making the entire chasing process more orderly. This enhances the strategic and rational nature of interaction in the virtual scene, and improves the player's sense of control and experience in the scene battle.
[0115] In some embodiments, the terminal can control the target virtual object to chase the second virtual object in the following ways: control the target virtual object to move toward the location of the second virtual object; when there is an obstacle between the target virtual object and the second virtual object, control the target virtual object to change its direction of movement to bypass the obstacle, and after the target virtual object bypasses the obstacle, continue to move toward the location of the second virtual object.
[0116] In practical applications, when the terminal controls the target virtual object to chase the second virtual object, it can control the target virtual object to move toward the location of the second virtual object. Even during the chase, the second virtual object is also moving, and the terminal controls the target virtual object to always move toward the location of the second virtual object. If, during the chase, there are obstacles (such as haystacks, stones, etc.) between the target virtual object and the second virtual object that affect the straight-line movement of the target virtual object, the terminal can control the target virtual object to change its direction of movement to bypass the obstacle, and after bypassing the obstacle, continue to control the target virtual object to move toward the location of the second virtual object.
[0117] By granting the target virtual object the ability to autonomously avoid obstacles and continuously pursue, the realism and smoothness of pursuit behavior in the virtual scene are significantly improved. For example, when there is an obstacle between the target virtual object and the second virtual object, the target virtual object can actively change direction to bypass the obstacle and continue to pursue, avoiding interruption or invalid loops in pursuit caused by obstacles, and ensuring the continuity of virtual skill release. This method not only enhances the intelligence of virtual objects, making the pursuit process more in line with the player's expectations for dynamic scene interaction, but also improves the player's sense of control and immersion in the combat rhythm by reducing the experience fragmentation caused by environmental obstacles.
[0118] Step 104: In response to the target virtual object chasing the second virtual object, control the target virtual object to release virtual skills to the second virtual object and change the state of the second virtual object.
[0119] In some embodiments, before the terminal controls the target virtual object to release a virtual skill to the second virtual object, it can determine that the target virtual object has chased the second virtual object in at least one of the following ways: in response to a collision between the target virtual object and the second virtual object, it is determined that the target virtual object has chased the second virtual object; in response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, it is determined that the target virtual object has chased the second virtual object.
[0120] In practical applications, when a target virtual object chases a second virtual object, a collision between the two virtual objects confirms that the target virtual object has caught up with the second virtual object, and the target virtual object can then release a corresponding virtual skill onto the second virtual object. If the target virtual object has a certain sensing range (i.e., the range within which it can sense the target and release a virtual skill), its sensing range changes synchronously with its movement during the chase. When the target virtual object's sensing range covers the chased second virtual object, meaning the second virtual object is within the target virtual object's sensing range, it can be determined that the target virtual object has caught up with the second virtual object. Thus, direct contact between the target virtual object and the second virtual object is unnecessary to control the target virtual object to release a corresponding virtual skill onto the second virtual object. Specifically, the relationship between the distance between the target virtual object and the second virtual object and the radius of the sensing range (i.e., the third distance threshold) can be used to determine whether the second virtual object is within the target virtual object's sensing range. If the distance between the target virtual object and the second virtual object is lower than the third distance threshold, then the second virtual object is within the target virtual object's sensing range.
[0121] By defining two pursuit criteria—"collision" and "distance below the third threshold"—the above approach provides a flexible and clear standard for a target virtual object to successfully pursue a second virtual object, effectively adapting to the characteristics and scenario requirements of different virtual skills. For example, for skills that rely on direct contact (such as impact skills), using collision as the criterion ensures the intuitiveness of the skill effect; for skills that are effective from a distance (such as area-of-effect skills), using the distance threshold as the criterion is more in line with their operational logic. This dual-criteria mechanism avoids the rigidity of judgment caused by a single standard (such as the irrationality of requiring collision for a ranged skill to take effect) while ensuring the certainty of the pursuit result. This allows players to predict the timing of the skill's activation based on its type, thereby improving their control over the combat process and the accuracy of their strategic planning.
[0122] When a target virtual object releases a virtual skill onto a second virtual object, the second virtual object's state changes under the effect of the virtual skill. The state is a temporary situation of the virtual object in the virtual scene, which can change at any time and is used to reflect the virtual object's real-time state. It includes, but is not limited to: health points (the virtual object's current health), mana points (the virtual object's current mana or energy reserves), stamina points (positively correlated with the virtual object's movement speed; the higher the stamina points, the faster the virtual object moves), and equipment effects (the temporary effects that the virtual object's current equipment may bring).
[0123] Referring to Figure 8, which is a schematic diagram of a virtual object releasing a virtual skill according to an embodiment of this application, when the target virtual object 801 releases a virtual skill to the second virtual object 802, the corresponding skill release effect can be displayed, and the change in the state of the second virtual object can be displayed.
[0124] In some embodiments, the terminal can control a target virtual object to chase a second virtual object in the following manner: in response to the number of target virtual objects being at least two, control at least two target virtual objects to chase the same second virtual object; correspondingly, the terminal can control a target virtual object to release a virtual skill to the second virtual object and change the state of the second virtual object in the following manner in response to a target virtual object chasing the second virtual object: in response to each target virtual object chasing the second virtual object, control each target virtual object to release a corresponding virtual skill to the second virtual object and change the state of the target type of the second virtual object, wherein the target type corresponds to the virtual skill released by the target virtual object; wherein, when the virtual skills released by each target virtual object are used to change the state of the same type of the second virtual object, the total change of the state of the target type of the second virtual object by at least two target virtual objects is the same as the sum of the change components of the state of the target type of the second virtual object by each target virtual object, or the total change is greater than the sum of the change components.
[0125] In practical applications, when multiple target virtual objects are activated, the terminal can control these multiple activated target virtual objects to simultaneously chase the same second virtual object (i.e., the chasing target is the same). When each target virtual object catches up with the second virtual object, it controls each target virtual object to release corresponding virtual skills to the second virtual object and change the state of the second virtual object. The state is the temporary situation of the virtual object in the virtual scene, which can be changed at any time and is used to reflect the real-time state of the virtual object. It includes, but is not limited to: health points (the current health of the virtual object), mana points (the current mana or energy reserves of the virtual object), stamina points (positively correlated with the movement speed of the virtual object; the higher the stamina points, the faster the movement speed of the virtual object), intelligence points, and equipment effects (the temporary effects that the virtual object's current equipment may bring).
[0126] In this context, a target virtual object may have one or more virtual skills. Different target virtual objects may have the same or different virtual skills. When multiple target virtual objects have different virtual skills (i.e., the types of changes to the state of the virtual object are different), the terminal may control each target virtual object to release its own virtual skills to the second virtual object and change the state of the second virtual object by different types.
[0127] For example, referring to Figure 9, which is a schematic diagram of virtual objects chasing targets provided in an embodiment of this application, it is assumed that there are three activated target virtual objects, namely target virtual object 1, target virtual object 2, and target virtual object 3. These three target virtual objects chase the same second virtual object. It is assumed that these three target virtual objects have different virtual skills. For example, target virtual object 1 has virtual skill 1 that changes the virtual object's health value, target virtual object 2 has virtual skill 2 that changes the virtual object's magic value, and target virtual object 3 has virtual skill 3 that changes the virtual object's stamina value. When these three target virtual objects chase the second virtual object, target virtual object 1 is controlled to release virtual skill 1 to the second virtual object to change the second virtual object's health value, target virtual object 2 is controlled to release virtual skill 2 to the second virtual object to change the second virtual object's magic value, and target virtual object 3 is controlled to release virtual skill 3 to the second virtual object to change the second virtual object's stamina value.
[0128] By controlling multiple activated target virtual objects to simultaneously pursue the same second virtual object and releasing different types of virtual skills to alter its various states (such as health, mana, and stamina), the strategic depth and richness of combat interactions in the virtual environment are significantly enhanced. The coordinated action of multiple target virtual objects can create synergistic effects through skill combinations (such as simultaneously weakening health and reducing movement speed), increasing the pressure on the second virtual object. Furthermore, the differences in skill types provide players with diverse tactical options (such as prioritizing attacks on mana or stamina). This approach transforms the release of virtual skills from a simple accumulation of effects into a more complex combat logic built through multi-dimensional state changes. It strengthens players' need to plan their target virtual object activation strategies and enhances the tension and fun of the combat process through dynamic changes in real-time states, allowing players to participate more deeply in the interaction of the virtual environment.
[0129] In some embodiments, when multiple target virtual objects possess different virtual skills (i.e., the types of changes to the virtual object's state are different), when the terminal controls each target virtual object to release its respective virtual skill onto a second virtual object, the combination of these virtual skills can generate a completely new virtual skill that acts on the second virtual object. For example, in the example of Figure 9, when target virtual object 1 (virtual skill 1: changes health), target virtual object 2 (virtual skill 2: changes mana), and target virtual object 3 (virtual skill 3: changes stamina) simultaneously pursue the same second virtual object and release their skills, the combination of these three skills can trigger a completely new virtual skill, forming a "1+1+1>3" superposition effect. For example, the basic effects of Virtual Skill 1 (reduces health) and Virtual Skill 2 (clears mana) will put the second virtual object into a weakened state. The addition of Virtual Skill 3 (reduces stamina) will trigger a new Virtual Skill, Energy Collapse, on top of this. This Virtual Skill will not only cause an additional burst of damage based on the sum of the effects of the first three skills, but will also prevent the second virtual object from recovering any status (including health, mana, and stamina) for the target period (e.g., 10 seconds), and will further reduce its movement speed by 30%.
[0130] It's important to note that the aforementioned new virtual skills are not simply a combination of individual virtual skills. Instead, they create a qualitative leap through the interconnectedness of status changes. For example, the dual depletion of health and mana provides the trigger for Energy Collapse, while the reduction in stamina strengthens the sustained suppression effect of the new skill (i.e., Energy Collapse). If players can strategically activate these three types of virtual objects, they can create tactical value far exceeding that of a single virtual skill through skill combinations. This not only increases the demands on virtual object activation strategies (such as prioritizing the collection of specific types of virtual objects) but also enhances the surprise and strategic depth of combat through the randomness and effectiveness of the new skills, making the multi-target coordinated pursuit gameplay more layered.
[0131] When multiple target virtual objects possess the same virtual skill (i.e., the type of change to the virtual object's state is the same, such as all being the target type's state), when these multiple target virtual objects release the same virtual skill onto a second virtual object, the total change to the target type's state of the second virtual object can be the sum of the components of the change to the target type's state of the second virtual object caused by each target virtual object releasing its various virtual skills. It can also have a certain gain coefficient, meaning the total change to the target type's state of the second virtual object is greater than the sum of the change components. For example, assuming target virtual object 1 and target virtual object 2 both possess virtual skills that change the virtual object's health, and target virtual object 1 releases this virtual skill, causing a change of 20 to the second virtual object's health, and target virtual object 2 releases this virtual skill, causing a change of 30 to the second virtual object's health, then the total change to the second virtual object's health caused by target virtual object 1 and target virtual object 2 can be 50, or it can be 50*a, where a is the gain coefficient (usually greater than 1), which can be preset by the server or dynamically set by the player before or during interaction in the virtual scene.
[0132] By employing the aforementioned method, when multiple virtual objects with the same virtual skills unleash their abilities, the system can both simply stack the changes in status and generate a total change exceeding the sum through a gain coefficient. This significantly enhances the strategic and motivating aspects of the gameplay, encouraging players to activate multiple virtual objects. When skill effects are simply stacked, players can achieve stable status suppression (e.g., accumulating significant health reduction) by activating more virtual objects of the same type. The gain coefficient design encourages players to strategically gather virtual objects of the same type, leveraging the "1+1>2" effect (e.g., stacking an additional 20% damage increase) to gain supernormal benefits. This dual calculation method ensures the stability of the basic gameplay while providing players with the goal of pursuing higher returns (e.g., actively planning activation paths to collect enough objects of the same type). Furthermore, the preset or dynamic setting mechanism of the gain coefficient allows for flexible adjustment of combat balance and difficulty, enabling players to achieve goals through quantity accumulation and breakthroughs through strategic optimization within the virtual environment. This enhances the motivation to activate virtual objects of the same type and deepens the gameplay.
[0133] In some embodiments, when multiple target virtual objects simultaneously pursue the same second virtual object, when controlling these multiple target virtual objects to release virtual skills onto the second virtual object, the multiple target virtual objects can be controlled to release combined skills onto the second virtual object, and the state value of the second virtual object can be changed by acting on the combined skills. The skill combination includes at least one virtual skill belonging to each target virtual object, and the skill combination is determined by: combining the virtual skills of each target virtual object; combining representative skills of each target virtual object; using the features of multiple candidate skill combinations of multiple target virtual objects, calling a machine learning model to calculate the probability of use for each candidate skill combination, and selecting the candidate skill combination with the highest probability of use; wherein the machine learning model is trained by: using the features of multiple skill combination samples to predict the probability of each skill combination sample, and performing backpropagation based on the difference between the probability of each skill combination sample and the actual selected result label to update the parameters of the machine learning model.
[0134] In practical applications, when multiple target virtual objects simultaneously pursue the same second virtual object, when controlling these multiple target virtual objects to release virtual skills towards the second virtual object, it is possible to control these multiple target virtual objects to release combined skills towards the second virtual object.
[0135] For example, if the target virtual objects that simultaneously pursue the second virtual object include target virtual object 1 with the skill to change health, target virtual object 2 with the skill to change mana, and target virtual object 3 with the skill to confuse the enemy, then the skill combination released by these three target virtual objects (1-3) includes target virtual object 1's skill to change health, target virtual object 2's skill to change mana, and target virtual object 3's skill to confuse the enemy.
[0136] When a target virtual object possesses multiple different virtual skills, the skill combination can also be obtained by combining representative skills selected from the multiple skills possessed by each target virtual object. For example, target virtual object 1 has a skill to change health and a skill to change mana (its representative skill is the skill to change mana), target virtual object 2 has a skill to change health and a skill to change attack power (its representative skill is the skill to change attack power), and target virtual object 3 has a skill to affect equipment effects and a skill to change intelligence (its representative skill is the skill to affect equipment effects). Then, the skill combination released by these three target virtual objects (1-3) includes the skill to change mana of target virtual object 1, the skill to change attack power of target virtual object 2, and the skill to affect equipment effects of target virtual object 3. After releasing this combination skill to the second virtual object, the changes to the state of the second virtual object include: mana, attack power, and equipment effects.
[0137] Furthermore, when multiple target virtual objects simultaneously release virtual skills to a second virtual object, the virtual skills of each target virtual object can be combined into multiple candidate skill combinations through permutation and combination. The characteristics of each candidate skill combination (such as skill type, skill application scenario, skill effective duration, or cooldown duration) are obtained, and a machine learning model is invoked to calculate the usage probability of each candidate skill combination. The candidate skill combination with the highest usage probability is selected as the synthesized skill combination. The machine learning model is trained as follows: based on the features of multiple skill combination samples, the machine learning model is invoked to predict the probability of each skill combination sample being selected. Backpropagation is performed based on the difference between the probability of each skill combination sample and the actual selection result label (e.g., 1 for selected, 0 for unselected) to update the parameters of the machine learning model. For example, after determining the value of the loss function of the machine learning model based on the difference between the predicted probability of each skill combination sample and the actual selection result label, it can be determined whether the value of the loss function exceeds a preset threshold. When the value of the loss function exceeds the preset threshold, an error signal of the machine learning model is determined based on the loss function. The error signal is backpropagated in the machine learning model, and the model parameters of each layer are updated during the propagation process.
[0138] It is understandable that when multiple target virtual objects release the same virtual skill, the effect of the skill combination (i.e., the amount of change in the state of the second virtual object) can be a simple sum of the effects of each target virtual object releasing the same virtual skill, or it can be a multiple sum of the effects of each target virtual object releasing the same virtual skill.
[0139] By using the above methods, skill combinations of multiple target virtual objects were obtained, expanding the skill range and enriching the diversity and fun of interactions in virtual scenes, which is conducive to improving player retention rates for virtual scene products.
[0140] In some embodiments, the terminal may change the state of the second virtual object in the following ways: in response to the second virtual object and the first virtual object being in an adversarial relationship, the state of the second virtual object is changed, wherein the changed state is worse than the state before the change; in response to the second virtual object and the first virtual object being in a cooperative relationship, the state of the second virtual object is changed, wherein the changed state is better than the state before the change.
[0141] In practical applications, when a target virtual object catches up with a second virtual object and releases a virtual skill on the second virtual object, the direction of the change in the state of the second virtual object (whether it changes in a positive or negative direction) is determined by the interaction between the second and first virtual objects. If the second and first virtual objects are in an adversarial (hostile) relationship, the changed state is worse than the original state, such as the target virtual object releasing a virtual skill that reduces the second virtual object's health. If the second and first virtual objects are in a cooperative (friendly or interactive) relationship, the changed state is better than the original state, such as the target virtual object releasing a virtual skill that increases the second virtual object's health.
[0142] In addition, visual and audio feedback can be used to clearly distinguish state changes under different interactive relationships. For example, when releasing a virtual skill to a second virtual object in an adversarial relationship, a red damage value and explosion effect are displayed, while when releasing the same virtual skill to a second virtual object in a friendly relationship, a green healing value and halo effect are displayed. This avoids players misjudging the operation result due to ambiguous feedback. Especially in multi-target melee scenarios, the recognizability of the target of the skill and its relationship needs to be enhanced through highlighting, target lock indicators, and other methods.
[0143] Furthermore, the intensity of status changes under different interactive relationships needs to be balanced. For the debuffs of antagonistic relationships and the buffs of cooperative relationships, the numerical design must maintain scenario rationality. For example, when releasing the same virtual skill to a second virtual pair (i.e., a friendly target) in a friendly relationship and a second virtual object (an enemy target) in an antagonistic relationship, the healing amount to the ally should not far exceed the damage to the enemy, to avoid players overly relying on summoning friendly targets to refresh status effects. The debuffs to enemies also need to be capped to prevent a single skill from directly undermining combat balance. At the same time, the effect amplitude can be dynamically adjusted based on the intimacy of the interactive relationship (e.g., friends, temporary allies) or the level of antagonism (e.g., ordinary enemies, bosses), enhancing the layering of gameplay.
[0144] Finally, special cases where misoperation or area-of-effect skills affect non-target objects need to be handled. For example, when the range of a virtual skill may cover both hostile and friendly targets simultaneously, it is necessary to clarify the differentiated effects of the virtual skill on different interactive objects (e.g., only applying debuffs to hostile targets and having no effect on friendly targets), or to provide a friendly saving throw mechanism to prevent players from negatively impacting friendly objects due to operational errors, thus ensuring the fault tolerance of strategy execution.
[0145] In this way, after the target virtual object is activated, it can chase the second virtual object in the virtual scene and release virtual skills to the second virtual object to change its state. This provides an interaction method between the target virtual object and the second virtual object, enriching the diversity and fun of interaction in the virtual scene, which is conducive to improving the player retention rate for virtual scene products.
[0146] In some embodiments, during the process of the target virtual object releasing a virtual skill to the second virtual object, in response to the existence of a third virtual object within the effective range of the virtual skill, the terminal controls the virtual skill released by the target virtual object to act on the third virtual object and change the state of the third virtual object.
[0147] In practical applications, during the process of a target virtual object releasing a virtual skill to a second virtual object, because the virtual skill has a certain effective range, any third virtual object (which can be any virtual object within the effective range) within that range can be affected by the virtual skill. That is, the virtual skill released by the target virtual object acts on the third virtual object and changes its state. The direction of this change (whether it's for the better or worse) is determined by the interaction between the third and first virtual objects. If the third and first virtual objects are in an antagonistic relationship (hostile relationship), the changed state is worse than the original state, such as the target virtual object reducing the third virtual object's health. If the third and first virtual objects are in a cooperative relationship (friendly relationship), the changed state is better than the original state, such as the target virtual object increasing the third virtual object's health.
[0148] Understandably, if the third virtual object is a virtual environment object in a virtual scene (i.e., a virtual object that is not controlled by the player), the virtual skills released by the target virtual object can also affect the virtual environment object, such as causing roads to collapse or trees to break.
[0149] By incorporating virtual skills into the virtual environment, allowing them to influence a third virtual object within their effective range, and determining the direction of state change based on the relationship between the third and first virtual objects, while also affecting objects within the virtual environment, the breadth and depth of skill interaction in the virtual scene are greatly enriched. This not only allows skill effects to transcend the limitations of a single target, creating a radiating effect of "one skill, multiple effects" (such as healing friendly targets within range while attacking enemy targets), improving combat efficiency and strategic flexibility, but also increases the realism and tactical possibilities of scene interaction by influencing the virtual environment (such as road collapses hindering enemy movement). Furthermore, the relationship-oriented state change method ensures the rationality of skill effects (avoiding friendly fire and not overlooking enemy targets), requiring players to consider both range planning and object relationship judgment when releasing virtual skills. This enhances the strategic nature of the operation and strengthens the immersion of the virtual scene through environmental feedback, making skill release no longer an isolated target interaction, but a comprehensive behavior that affects multiple relationships and scene changes.
[0150] In some embodiments, after the terminal changes the state of the second virtual object, in response to the change in the state of the second virtual object exceeding a change threshold, the terminal controls the target virtual object to disintegrate into at least one new virtual object; wherein the change in the state of the new virtual object relative to the pursuit target does not exceed the change in the state of the target virtual object relative to the same pursuit target.
[0151] In practical applications, after a target virtual object releases a virtual skill onto a second virtual object to change the state of the second virtual object, if the change in the state of the second virtual object exceeds a threshold (which can be set according to actual needs), such as if the second virtual object and the first virtual object are hostile to each other and the second virtual object's health is reduced to zero after the change (i.e., the second virtual object dies), or if the second virtual object and the first virtual object are cooperative and the second virtual object's health reaches 100 after the change (e.g., before the change, the second virtual object was facing death with its health close to 0, and after the change, the second virtual object is fully revived with its health at 100), then... The target virtual object can be controlled to disintegrate into at least one new virtual object. The new virtual object can also find and pursue the target after being activated, and change the state of the target after catching up with it. The virtual skills of the new virtual object can be the same or different from those of the target virtual object. When the virtual skills of the new virtual object are the same as those of the target virtual object, the change in state of the target caused by the release of a virtual skill by the new virtual object does not exceed the change in state of the target virtual object (i.e., the virtual object before disintegration) caused by the release of a virtual skill by the target virtual object.
[0152] In this way, when the change in the state of a second virtual object caused by a virtual skill released by the target virtual object exceeds a threshold, the target virtual object disintegrates into a new virtual object. This disintegration generates one or more new virtual objects with either the original or new virtual skills, creating a cyclical interaction of "skill effect - disintegration and regeneration," balancing gameplay intensity, and enriching the diversity and fun of interactions within the virtual scene. When the original virtual object achieves a significant effect (such as killing an enemy target or restoring an ally to full health), it disintegrates and regenerates, providing players with continuous resource replenishment (the new virtual object can be reactivated and used), strengthening the positive feedback loop of "activation - effect - regeneration," and preventing a single virtual object from excessively affecting the balance by limiting the effect intensity of the new virtual object. Meanwhile, the variability of the new virtual object skill types (same as or different from the original object) adds randomness and strategic space to the gameplay (such as the original attack-type virtual object disintegrating into a support-type virtual object), making the utilization of resources in the virtual scene more extensible. This not only motivates players to pursue the maximum state change to trigger the disintegration of virtual objects, but also extends the continuity of combat or exploration through the continuous interaction of new virtual objects, enhancing the overall sense of layering and fun of the gameplay.
[0153] In some embodiments, in response to satisfying a gain condition, the first virtual object is controlled to acquire a gain of a target type; wherein the gain condition includes at least one of the following: the number of activated virtual objects reaches a first quantity threshold, the number of pursued virtual objects reaches a second quantity threshold, and the change in the state of the pursued virtual objects exceeds a change threshold; the target type includes at least one of the following: the movement speed of the first virtual object with the assistance of a virtual vehicle, the movement range of the first virtual object carrying a virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
[0154] In practical applications, since activated virtual spheres in a virtual scene can chase virtual objects and change the state of the chased virtual objects, and since the virtual spheres are activated directly or indirectly by the first virtual object carrying a virtual vehicle, when the gain conditions are met, such as when the number of virtual spheres directly or indirectly activated by the first virtual object reaches a first quantity threshold (which can be set according to actual needs), or when the number of virtual objects chased by the activated virtual spheres reaches a second quantity threshold (which can be set according to actual needs), or when the change in the state of the chased virtual object exceeds the change amount threshold (which can be set according to actual needs), a gain of the target type is given to the first virtual object to improve the interaction enthusiasm of the first virtual object.
[0155] The target type gain could be to increase the movement speed of the first virtual object with the assistance of a virtual vehicle. For example, before giving the first virtual object the target type gain, the movement speed of the first virtual object when it is not carrying a virtual vehicle is V. a The first virtual object moves at a speed of V with the assistance of the virtual vehicle. b Then, after granting a gain to the target type of the first virtual object, the movement speed of the first virtual object with the assistance of the virtual vehicle is increased to V. c , where V a <V b <V c .
[0156] The target type gain can also be to expand the movement range of the first virtual object carrying the virtual vehicle (characterized by the maximum movable height of the first virtual object). For example, before giving the first virtual object the target type gain, the movement range of the first virtual object when it is not carrying a virtual vehicle is S. a The first virtual object's movement range with the assistance of the virtual vehicle is S. b Then, after granting a gain to the target type of the first virtual object, the movement range of the first virtual object with the assistance of the virtual vehicle is increased to S. c , among which, S a <S b <S c .
[0157] Target-type buffs can also increase the amount of state change a target virtual object makes in response to a pursued virtual object. For example, if a target virtual object, directly or indirectly activated by the first virtual object, releases a virtual skill to a pursued virtual object before granting the target-type buff, the change in the virtual object's state would be L. a After granting a buff to the target type of the first virtual object, the target virtual object directly or indirectly activated by the first virtual object releases the same virtual skill once to the pursued virtual object, and the change in the virtual object's state is L. b , where L a <L b .
[0158] In addition, since virtual vehicles not only have the auxiliary function of expanding the movement range of the first virtual object, but also have the function of assisting the first virtual object in attacking hostile targets, the target type buff can also be to increase the attack power of the virtual vehicle, so as to increase the attack power of the first virtual object against hostile targets.
[0159] By linking the acquisition of buffs to core interactive behaviors such as the number of virtual objects activated, pursuit achievements, and status changes, and providing multi-dimensional buffs including movement speed, range, skill effects, and vehicle attack power, a clear "behavior-reward" positive cycle is formed, enhancing the player's motivation and sense of purpose in interacting with the first virtual object. When players activate enough virtual objects, achieve certain pursuit results, or cause significant status changes, they can directly obtain ability enhancements (such as faster movement, larger exploration range, and stronger skill effects). This provides real-time feedback on the player's operational effectiveness and reduces the difficulty of subsequent tasks through buff effects (such as activating more virtual objects faster and pursuing targets more efficiently), creating a virtuous cycle. Simultaneously, the diverse buff types cater to different gameplay needs (e.g., players who focus on exploration can obtain movement buffs, while players who focus on combat can enhance skill effects), allowing players with different preferences to receive targeted incentives. This further enhances the immersion and strategic nature of virtual scene interaction, encouraging players to more actively explore the scene and optimize their operations to achieve buff conditions.
[0160] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario. Taking a virtual scene as a game, a virtual vehicle as a virtual skateboard, and a target virtual object as a virtual sphere as an example, the interactive processing method for virtual scenes provided by the embodiments of this application will be further explained.
[0161] Referring to Figure 10, which is a flowchart illustrating an interactive processing method for a virtual scene provided in an embodiment of this application, the method includes:
[0162] Step 201: The terminal displays a first virtual object carrying a virtual skateboard and at least one virtual sphere in the interface of the virtual scene.
[0163] The first virtual object is the virtual object controlled by the player account corresponding to the current terminal. The terminal can periodically refresh multiple virtual spheres, as shown in Figure 4. The refreshed virtual spheres can be randomly placed in different positions in the virtual scene. The size, effective duration, etc. of the virtual spheres in different positions can be the same or different, and the position of the virtual spheres in the virtual scene can be changed at any time. All of these factors lead to different difficulties in activating different virtual objects. For example, compared to virtual objects in higher positions, players can easily touch virtual objects in lower positions. Therefore, the activation difficulty of virtual spheres in higher positions is higher than that of virtual spheres in lower positions.
[0164] Based on their different functions, virtual spheres can be divided into ordinary spheres and explosive spheres. Assuming the number of virtual sphere refreshes is v, the total number of virtual spheres is c, the weight of ordinary spheres is m, and the weight of explosive spheres is n, each time virtual objects are refreshed, the total number of virtual spheres is determined first, then the number of ordinary and explosive spheres is determined, and then the different spheres are distributed proportionally in different layers. For example, virtual spheres are distributed in layers within the virtual scene. The weight of ordinary spheres distributed in layers 1 / 2 / 3 / 4 is Ln, and the weight of explosive spheres distributed in layers 1 / 2 / 3 / 4 is Pn. The placement point of each virtual sphere in the game scene is achieved through a visible and placeable generator (this generator can scale its length and width proportionally). The generator is placed in the game scene, and the number, adjacent distance, layer number, layer height, and layer rotation of the generator are configured to determine the number, interval, and rotation of the virtual spheres corresponding to the placement point.
[0165] Step 202: In response to the movement control operation, control the first virtual object to move with the assistance of the virtual skateboard.
[0166] In practical applications, when controlling the movement of the first virtual object, it can be controlled to move by touching the ground or jumping with the assistance of a virtual skateboard. For example, the first virtual object can be controlled to touch the ground with the assistance of the virtual skateboard (i.e., the virtual skateboard is in contact with the ground, and the first virtual object has not left the virtual skateboard). When the jumping conditions are met, the first virtual object can be controlled to perform a jumping action with the assistance of a virtual vehicle. For example, in the take-off phase, the first virtual object can be controlled to place its front foot on the front of the skateboard and push off the ground with its back foot to gain upward momentum. In the take-off phase, after pushing off the ground, the first virtual object can be controlled to quickly lift its back foot off the ground, and at the same time, its front foot will also leave the virtual skateboard, achieving the goal of lifting the entire body off the ground. In the air phase, the first virtual object can be controlled to maintain its body balance and adjust its body posture according to the type of jump, which may include rotation or other actions. In the landing phase, the first virtual object can be controlled to prepare for landing at the highest point of the jump, adjusting the position of the virtual skateboard and the body to ensure a smooth landing back on the virtual skateboard.
[0167] The jumping action can be a single jump or a multi-stage jump. A single jump or a multi-stage jump represents different stages or numbers of jumps. A single jump refers to the action of the first virtual object jumping off the virtual skateboard. A multi-stage jump refers to the action of the first virtual object jumping off the virtual skateboard and then jumping again or multiple times in the air to avoid obstacles, reach higher positions, or perform stunts. There can be various jumping conditions. For example, when the player triggers the jump control, the jumping condition is considered met, and the first virtual object is controlled to perform the jumping action. Or, when the first virtual object moves to the target area, the characteristics of the target area (such as whether there are obstacles, such as hills, railings, etc.) are matched with the characteristics of multiple candidate actions (such as jumping, crouching, splits, etc.) to obtain the matching degree between the target area and each candidate action. When the matching degree between the target area and the jumping action exceeds the matching degree threshold, the jumping condition is determined to be met, and the first virtual object is automatically controlled to perform the jumping action to cross the target area.
[0168] Typically, the virtual skateboard, as a virtual prop, has positive feedback movement capabilities. With the assistance of the virtual skateboard, the first virtual object moves faster, travels farther, or reaches higher heights within a target time period after mounting the virtual skateboard compared to before mounting it (e.g., performing a jump with the assistance of the virtual skateboard increases the maximum height the player can reach). Therefore, the movement range of the first virtual object mounted on the virtual skateboard is greater than that of the first virtual object not mounted on the virtual skateboard. Since virtual spheres are distributed in different positions in the virtual scene, this helps the first virtual object reach a wider range. This means that with the assistance of the virtual skateboard, the first virtual object can activate more virtual objects, especially virtual spheres located at higher positions that were inaccessible before mounting the virtual skateboard.
[0169] In this way, with the assistance of the virtual skateboard, the movement range of the first virtual object is expanded, and the number of virtual spheres within the movement range of the first virtual object increases, thus expanding the range in which the first virtual object activates virtual spheres.
[0170] Step 203: In response to the presence of a target virtual sphere within the movement range of the first virtual object, activate the target virtual sphere.
[0171] Here, during the movement of the first virtual object, if a target virtual sphere exists within the movement range of the first virtual object, the target virtual sphere can be activated. There are various activation methods, such as activating the target virtual sphere by the first virtual object picking up or touching the target virtual object; or activating the target virtual object remotely (i.e. without the first virtual object directly touching the target virtual sphere) through methods such as the object placement function or the object capture function, etc.
[0172] Step 204: Control the target virtual sphere to chase the second virtual object.
[0173] Here, the activated target virtual sphere can actively seek out and pursue the target (i.e., the second virtual object).
[0174] The second virtual object refers to a target that can be pursued. It should be noted that when the first virtual object activates the target virtual sphere, if there is no target that can be pursued in the virtual scene, the target virtual sphere can be controlled to move forward a target distance according to the orientation when the target virtual sphere was activated and then disappear.
[0175] Step 205: When the target virtual sphere catches up with the second virtual object, control the target virtual sphere to release a virtual skill to the second virtual object.
[0176] Here, when the target virtual sphere catches up with the second virtual object, it can release its virtual skills to the second virtual object to change the state of the second virtual object, such as reducing the second virtual object's health points or HP.
[0177] Step 206: When a third virtual object exists within the effective range of a virtual skill, the released virtual skill is applied to the third virtual object.
[0178] Here, during the process of the target virtual sphere releasing a virtual skill to the second virtual object, since the virtual skill has a certain effective range, the third virtual object (which can be any virtual object within the effective range) located within the effective range can be affected by the virtual skill. That is, the virtual skill released by the target virtual object acts on the third virtual object and changes the state of the third virtual object.
[0179] Step 207: Control the target virtual sphere to split into at least one new virtual sphere.
[0180] Here, after the virtual skill of the target virtual object is released, the target virtual sphere can be controlled to split into a new virtual sphere. The new virtual sphere can also find and chase the target after being activated, and change the state of the target after chasing it. In this way, by disintegrating the target virtual sphere, one or more new virtual spheres with the original virtual skills or new virtual skills are generated, which enriches the diversity and fun of interaction in the virtual scene.
[0181] Step 208: In response to the satisfaction of the gain condition, control the first virtual object to acquire the gain of the target type.
[0182] The buff conditions may include at least one of the following: the number of activated virtual spheres reaches a first threshold, the number of chased virtual objects reaches a second threshold, or the change in the state of the chased virtual object exceeds a threshold. Depending on the buff condition, the first virtual object (i.e., the player) can obtain different types of buffs. For example, if a player activates 10 virtual spheres, the player's basic attack ability is permanently enhanced within a single gameplay session, increasing the virtual skateboard's basic attack damage by X%, meaning more hits per unit of time. If a player activates 20 virtual spheres, the player's range for picking up virtual spheres while on the skateboard is permanently increased within a single gameplay session. If a player activates 30 virtual spheres, the player's heavy attack power is permanently enhanced within a single gameplay session, increasing the additional damage of the skateboard's heavy attack based on the player's current combat power or level. If a player activates 40 virtual spheres, the player's movement speed is permanently enhanced within a single gameplay session. If a player activates 50 virtual spheres, the character's damage output is directly increased by X times within a single gameplay session, and so on. By providing players with target-type buffs in the above ways, their enthusiasm for interaction can be increased.
[0183] The exemplary application and implementation of the electronic device provided in the embodiments of this application have been used to describe the interactive processing method of the virtual scene provided in the embodiments of this application. The following describes the cooperation of the various modules in the interactive processing device 555 of the virtual scene provided in the embodiments of this application to realize the interactive processing scheme of the virtual scene.
[0184] The object display module 5551 is configured to display a first virtual object carrying a virtual vehicle in the interface of a virtual scene; the movement control module 5552 is configured to control the first virtual object to move with the assistance of the virtual vehicle in response to a movement control operation, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle; the first processing module 5553 is configured to activate the target virtual object and control the target virtual object to chase the second virtual object when the target virtual object meets the activation condition during the movement of the first virtual object; the second processing module 5554 is configured to control the target virtual object to release a virtual skill to the second virtual object and change the state of the second virtual object in response to the target virtual object chasing the second virtual object.
[0185] In some embodiments, the activation conditions include any one of the following: the distance between the target virtual object and the first virtual object is less than a first distance threshold; a touch operation is received from the first virtual object on the target virtual object; a first placement operation is received for a target item combination, wherein the target item combination is obtained by combining multiple virtual items in a preset combination method to activate the target virtual object; a second placement operation is received for a virtual activation prop, wherein the second placement operation instructs the virtual activation prop to be placed at an associated position of the target virtual object; a third placement operation is received for a virtual activation mechanism, wherein the third placement operation instructs the virtual activation item to be placed on the virtual activation mechanism, or instructs the virtual activation mechanism to be placed at an associated position of the target virtual object; a connection operation is received for a virtual connection item, wherein the connection operation instructs the virtual connection item to be connected to the target virtual object.
[0186] In some embodiments, the motion control module is further configured to, in response to a motion control operation, control the first virtual object to move on the ground with the assistance of the virtual vehicle, and when a jump condition is met, control the first virtual object to detach from the virtual vehicle with the assistance of the virtual vehicle and perform a jump action along a preset jump trajectory; in response to the completion of the jump action, control the first virtual object to land on the virtual vehicle and continue moving on the ground; wherein the jump condition includes any one of the following: receiving a trigger operation for the jump control, the first virtual object moving on the ground to the target area, and the matching degree between the target area and the jump action exceeds a matching degree threshold.
[0187] In some embodiments, the movement control module is further configured to control the virtual vehicle to move with a preset action during the process of the first virtual object performing the jumping action, and to control the virtual vehicle to move to a target position when the first virtual object lands; wherein the distance between the target position and the landing position of the first virtual object is lower than a second distance threshold, the second distance threshold being the maximum distance that controls the first virtual object to smoothly return from the landing position to the virtual vehicle located at the target position.
[0188] In some embodiments, the first processing module is further configured to, in response to the number of at least two target virtual objects, control the at least two target virtual objects to chase the same second virtual object; correspondingly, the second processing module is further configured to, in response to each target virtual object chasing the second virtual object, control each target virtual object to release a corresponding virtual skill to the second virtual object and change the state of the target type of the second virtual object, wherein the target type corresponds to the virtual skill released by the target virtual object; wherein, when the virtual skills released by each target virtual object are used to change the state of the same type of the second virtual object, the total amount of change of the state of the target type of the second virtual object by the at least two target virtual objects is the same as the sum of the change components of the state of the target type of the second virtual object by each target virtual object, or the total amount of change is greater than the sum of the change components.
[0189] In some embodiments, the first processing module is further configured to, in response to the number of the second virtual objects being at least two, determine the matching degree between the target virtual object and each of the second virtual objects; and control the target virtual object to chase the second virtual object with the highest matching degree.
[0190] In some embodiments, the first processing module is further configured to acquire parameter features for influencing the matching degree between the target virtual object and the second virtual object, the parameter features including a first feature of the target virtual object and a second feature of the second virtual object, wherein the first feature includes at least one of the following: position, pursuit speed, virtual skills possessed, and change in state in response to the pursuit target, and the second feature includes at least one of the following: position, movement speed, and state value; based on the parameter features, a machine learning model is used to predict the matching degree between the target virtual object and the second virtual object, wherein the machine learning model is trained based on the parameter features of training samples and the matching degree of the labeled training samples, the parameter features including features of sample virtual objects and features of sample virtual objects.
[0191] In some embodiments, the first processing module is further configured to control each of the second virtual objects to be in a selectable state in response to the number of the second virtual objects being at least two; and to control the target virtual object to chase the selected second virtual object in response to the selection operation.
[0192] In some embodiments, the first processing module is further configured to, in response to the fact that the number of both the target virtual object and the second virtual object is at least two, control a first part of the virtual objects among the at least two target virtual objects to chase the first part of the virtual objects among the at least two second virtual objects, and control a second part of the virtual objects among the at least two target virtual objects to chase the second part of the virtual objects among the at least two second virtual objects; wherein the matching degree between the first part of the virtual object and the first part of the virtual object is higher than a first matching degree threshold, and the matching degree between the second part of the virtual object and the second part of the virtual object is higher than a second matching degree threshold.
[0193] In some embodiments, the first processing module is further configured to control the target virtual object to move toward the location of the second virtual object; and, in the case where there is an obstacle between the target virtual object and the second virtual object, control the target virtual object to change its movement direction to bypass the obstacle, and after the target virtual object bypasses the obstacle, continue to move toward the location of the second virtual object.
[0194] In some embodiments, before controlling the target virtual object to release virtual skills to the second virtual object, the second processing module is further configured to: determine that the target virtual object has chased the second virtual object in response to a collision between the target virtual object and the second virtual object; determine that the target virtual object has chased the second virtual object in response to a distance between the target virtual object and the second virtual object being lower than a third distance threshold.
[0195] In some embodiments, the second processing module is further configured to change the state of the second virtual object in response to the second virtual object and the first virtual object being in an adversarial relationship, wherein the changed state is worse than the state before the change; and to change the state of the second virtual object in response to the second virtual object and the first virtual object being in a cooperative relationship, wherein the changed state is better than the state before the change.
[0196] In some embodiments, the second processing module is further configured to, during the process of the target virtual object releasing a virtual skill to the second virtual object, respond to the existence of a third virtual object within the effective range of the virtual skill, control the virtual skill released by the target virtual object to act on the third virtual object, and change the state of the third virtual object.
[0197] In some embodiments, after the state of the second virtual object is changed, the apparatus further includes: a third processing module configured to control the target virtual object to disintegrate into at least one new virtual object in response to the change amount of the state of the second virtual object exceeding a change amount threshold; wherein the change amount of the state of the new virtual object relative to the pursuit target does not exceed the change amount of the state of the target virtual object relative to the same pursuit target.
[0198] In some embodiments, before activating the target virtual object, the device further includes: an object display module configured to display a plurality of virtual objects in the virtual scene, wherein the target virtual object is at least one of the plurality of virtual objects, and the plurality of virtual objects satisfy any one of the following: at least two virtual objects of different sizes exist among the plurality of virtual objects, and the amount of change in the state of the virtual object in response to the target is positively correlated with the size of the virtual object; at least two different types of virtual objects exist among the plurality of virtual objects, and the type of change in the state of the virtual object in response to the target is related to the type of the virtual object; each of the plurality of virtual objects is dispersed at different positions in the virtual scene, and the difficulty of the virtual object satisfying the activation condition is related to the position of the virtual object, and the amount of change in the state of the virtual object in response to the target is positively correlated with the difficulty of satisfying the activation condition; at least two virtual objects of different effective durations exist among the plurality of virtual objects; and the plurality of virtual objects are periodically displayed in the virtual scene.
[0199] In some embodiments, the apparatus further includes: a fourth processing module configured to control the first virtual object to acquire a target type gain in response to satisfying a gain condition; wherein the gain condition includes at least one of the following: the number of activated virtual objects reaches a first quantity threshold, the number of pursued virtual objects reaches a second quantity threshold, and the change in the state of the pursued virtual objects exceeds a change amount threshold; the target type includes at least one of the following: the movement speed of the first virtual object with the assistance of the virtual vehicle, the movement range of the first virtual object carrying the virtual vehicle, the change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
[0200] In some embodiments, the motion control module is further configured to, in response to the number of at least two target virtual objects, control the at least two target virtual objects to chase the same second virtual object; the second processing module is further configured to, in response to each target virtual object simultaneously chasing the second virtual object, release a combined skill to the second virtual object and change the state of the second virtual object through the combined skill; wherein, the skill combination includes virtual skills belonging to each target virtual object, wherein the skill combination is determined by: combining the virtual skills of each target virtual object; combining representative skills of each target virtual object; using the features of multiple candidate skill combinations of the at least two target virtual objects, calling a machine learning model to calculate the usage probability of each candidate skill combination, and selecting the candidate skill combination with the highest usage probability; wherein, the machine learning model is trained by: calling a machine learning model to predict the probability of each skill combination sample based on the features of multiple skill combination samples, and performing backpropagation based on the difference between the probability of each skill combination sample and the actual selected result label to update the parameters of the machine learning model.
[0201] This application provides a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. The processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.
[0202] This application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the virtual scene interaction processing method provided in this application, such as the virtual scene interaction processing method shown in FIG3.
[0203] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.
[0204] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.
[0205] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).
[0206] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0207] In this embodiment, the player controls a first virtual object to move with the assistance of a virtual vehicle. During the movement of the first virtual object, when a target virtual object within the movement range of the first virtual object meets the activation conditions, the target virtual object is activated. The player can then control the target virtual object to chase a second virtual object. When the target virtual object catches up with the second virtual object, it releases a virtual skill onto the second virtual object and changes the state of the second virtual object. Thus, even if the first virtual object cannot activate the target virtual object due to not carrying a virtual vehicle (e.g., the target virtual object is at a higher position that the first virtual object cannot reach), the movement range of the first virtual object carrying a virtual vehicle is greater than that of the first virtual object without a virtual vehicle. This increases the likelihood of the target virtual object being present within the movement range of the first virtual object, thereby increasing the probability of the target virtual object being activated. Furthermore, once the target virtual object is activated, it can chase a second virtual object in the virtual scene and release a virtual skill onto the second virtual object to change its state. This provides an interaction method between the target virtual object and the second virtual object, enriching the diversity and fun of interaction in the virtual scene and helping to improve player retention for virtual scene products.
[0208] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.
Claims
1. A method for interactive processing of a virtual scene, the method being executed by an electronic device, the method comprising: Display the first virtual object carrying the virtual vehicle in the interface of the virtual scene; In response to a movement control operation, the first virtual object is controlled to move with the assistance of the virtual vehicle, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle; During the movement of the first virtual object, in response to the target virtual object within the movement range of the first virtual object satisfying the activation condition, the target virtual object is activated and controlled to chase the second virtual object; In response to the target virtual object chasing the second virtual object, the target virtual object is controlled to release a virtual skill to the second virtual object, and the state of the second virtual object is changed.
2. The method according to claim 1, wherein, The activation condition includes any one of the following: The distance between the target virtual object and the first virtual object is less than a first distance threshold; The first virtual object is received as a touch operation on the target virtual object; Upon receiving a first placement operation for a target item combination, the target item combination is obtained by combining multiple virtual items in a preset combination method, and is used to activate the target virtual object; A second placement operation is received for a virtual activation item, the second placement operation instructing the virtual activation item to be placed at the associated location of the target virtual object; A third placement operation is received for the virtual activation mechanism, the third placement operation instructing the virtual activation item to be placed on the virtual activation mechanism, or instructing the virtual activation mechanism to be placed at the associated position of the target virtual object; A connection operation is received for a virtual connected item, the connection operation instructing the virtual connected item to be connected to the target virtual object.
3. The method according to any one of claims 1 to 2, wherein, The step of controlling the first virtual object to move with the assistance of the virtual vehicle in response to a movement control operation includes: In response to a movement control operation, when the jump conditions are met, the first virtual object is controlled to detach from the virtual vehicle with the assistance of the virtual vehicle and perform a jump action along a preset jump trajectory. In response to the completion of the jump action, the first virtual object is controlled to land on the virtual vehicle to continue carrying the virtual vehicle's movement; The jumping conditions include any one of the following: receiving a trigger operation for the jump control, the first virtual object touching the ground and moving to the target area, and the matching degree between the target area and the jump action exceeds the matching degree threshold.
4. The method according to any one of claims 1 to 3, wherein, The method further includes: During the process of the first virtual object performing the jumping action, the virtual vehicle is controlled to move with a preset action, and when the first virtual object lands, the virtual vehicle is controlled to move to the target position; Wherein, the distance between the target location and the landing location of the first virtual object is less than a second distance threshold, the second distance threshold being the maximum distance that controls the first virtual object to smoothly return from the landing location to the virtual vehicle located at the target location.
5. The method according to any one of claims 1 to 4, wherein, The control of the target virtual object to chase the second virtual object includes: In response to the fact that there are at least two target virtual objects, the at least two target virtual objects are controlled to chase the same second virtual object; The step of responding to the target virtual object chasing the second virtual object, controlling the target virtual object to release a virtual skill to the second virtual object, and changing the state of the second virtual object, includes: In response to each of the target virtual objects chasing the second virtual object, control each of the target virtual objects to release corresponding virtual skills to the second virtual object, and change the state of the target type of the second virtual object, wherein the target type corresponds to the virtual skill released by the target virtual object; Wherein, when the virtual skills released by each of the target virtual objects are used to change the state of the second virtual object of the same type, the total amount of change of the state of the second virtual object of the target type by the at least two target virtual objects is the same as the sum of the change components of the state of the second virtual object of the target type by each of the target virtual objects, or the total amount of change is greater than the sum of the change components.
6. The method according to any one of claims 1 to 6, wherein, The control of the target virtual object to chase the second virtual object includes: In response to the fact that the number of the second virtual objects is at least two, the matching degree between the target virtual object and each of the second virtual objects is determined; Control the target virtual object to chase the second virtual object with the highest matching degree.
7. The method according to claim 7, wherein, Determining the matching degree between the target virtual object and each of the second virtual objects includes: Obtain parameter features that affect the matching degree between the target virtual object and the second virtual object. The parameter features include a first feature of the target virtual object and a second feature of the second virtual object. The first feature includes at least one of the following: position, pursuit speed, virtual skills possessed, and change in state in response to the pursuit target. The second feature includes at least one of the following: position, movement speed, and state value. Based on the parameter features, a machine learning model is used to predict the matching degree between the target virtual object and the second virtual object. The machine learning model is trained based on the parameter features of the training samples and the matching degree of the labeled training samples. The parameter features include the features of the sample virtual object and the features of the sample virtual object.
8. The method according to any one of claims 1 to 8, wherein, The control of the target virtual object to chase the second virtual object includes: In response to the fact that the number of the second virtual objects is at least two, each of the second virtual objects is controlled to be in a selectable state; In response to the selection operation, the target virtual object is controlled to chase the selected second virtual object.
9. The method according to any one of claims 1 to 9, wherein controlling the target virtual object to chase the second virtual object comprises: In response to the fact that there are at least two target virtual objects and at least two second virtual objects, the system controls a first portion of the at least two target virtual objects to chase a first portion of the at least two second virtual objects, and... Control the second part of the at least two target virtual objects to chase the second part of the at least two second virtual objects; Wherein, the matching degree between the first part of virtual objects and the first part of virtual objects is higher than the first matching degree threshold, and the matching degree between the second part of virtual objects and the second part of virtual objects is higher than the second matching degree threshold.
10. The method according to any one of claims 1 to 10, wherein, The control of the target virtual object to chase the second virtual object includes: Control the target virtual object to move toward the location of the second virtual object; If there is an obstacle between the target virtual object and the second virtual object, the target virtual object is controlled to change its movement direction to bypass the obstacle, and after the target virtual object bypasses the obstacle, it continues to move toward the location of the second virtual object.
11. The method according to any one of claims 1 to 11, wherein, Before controlling the target virtual object to release the virtual skill to the second virtual object, the method further includes at least one of the following: In response to a collision between the target virtual object and the second virtual object, it is determined that the target virtual object has caught up with the second virtual object; In response to the distance between the target virtual object and the second virtual object being lower than a third distance threshold, it is determined that the target virtual object has caught up with the second virtual object.
12. The method according to any one of claims 1 to 12, wherein, Changing the state of the second virtual object includes: In response to the fact that the second virtual object and the first virtual object are in an adversarial relationship, the state of the second virtual object is changed, wherein the changed state is worse than the state before the change; In response to the fact that the second virtual object and the first virtual object have a cooperative relationship, the state of the second virtual object is changed, wherein the changed state is better than the original state.
13. The method according to any one of claims 1 to 13, wherein, The method further includes: During the process of the target virtual object releasing a virtual skill to the second virtual object, in response to the existence of a third virtual object within the effective range of the virtual skill, the virtual skill released by the target virtual object is controlled to act on the third virtual object and change the state of the third virtual object.
14. The method according to any one of claims 1 to 13, wherein, After changing the state of the second virtual object, the method further includes: In response to the change in the state of the second virtual object exceeding a change threshold, the target virtual object is controlled to disintegrate into at least one new virtual object; Wherein, the amount of change in the state of the new virtual object in relation to the target being pursued does not exceed the amount of change in the state of the target virtual object in relation to the same target being pursued.
15. The method according to any one of claims 1 to 14, wherein, Before activating the target virtual object, the method further includes: Multiple virtual objects are displayed in the virtual scene, and the target virtual object is at least one of the multiple virtual objects, wherein the multiple virtual objects satisfy any one of the following: Among the plurality of virtual objects, there are at least two virtual objects of different sizes, and the amount of change in the state of the virtual objects in response to the target being pursued is positively correlated with the size of the virtual objects; Among the plurality of virtual objects, there are at least two different types of virtual objects, and the type of change that virtual objects make to alter the state of the target is related to the type of the virtual object. The virtual objects are scattered in different positions in the virtual scene. The difficulty for a virtual object to satisfy the activation condition is related to the position of the virtual object. The amount of change in the state of the virtual object in response to the target is positively correlated with the difficulty of satisfying the activation condition. Among the plurality of virtual objects, at least two virtual objects have different effective durations; The multiple virtual objects are periodically displayed in the virtual scene.
16. The method according to any one of claims 1 to 15, wherein, The method further includes: In response to the satisfaction of the gain condition, the first virtual object is controlled to acquire the gain of the target type; The gain condition includes at least one of the following: the number of activated virtual objects reaches a first quantity threshold, the number of tracked virtual objects reaches a second quantity threshold, and the change in the state of the tracked virtual objects exceeds a change threshold. The target type includes at least one of the following: the movement speed of the first virtual object with the assistance of the virtual vehicle, the movement range of the first virtual object carrying the virtual vehicle, the amount of change in the state of the pursued virtual object, and the attack power of the virtual vehicle.
17. The method according to any one of claims 1 to 15, wherein, The control of the target virtual object to chase the second virtual object includes: In response to the fact that there are at least two target virtual objects, the at least two target virtual objects are controlled to chase the same second virtual object; The step of responding to the target virtual object chasing the second virtual object, controlling the target virtual object to release a virtual skill to the second virtual object, and changing the state of the second virtual object, includes: In response to each of the target virtual objects simultaneously chasing the second virtual object, a combo skill is released to the second virtual object, and the state of the second virtual object is changed through the combo skill; The skill combination includes virtual skills belonging to each of the target virtual objects, and the skill combination is determined in the following way: The virtual skills of each of the target virtual objects are combined to obtain the result; The representative skills of each of the target virtual objects are combined to obtain the result; The machine learning model is used to calculate the usage probability of each candidate skill combination based on the features of multiple candidate skill combination samples of the at least two target virtual objects, and the candidate skill combination with the highest usage probability is selected. The machine learning model is trained by: calling the machine learning model to predict the probability of each skill combination sample based on the features of multiple skill combination samples, and backpropagating based on the difference between the probability of each skill combination sample and the actual selection result label to update the parameters of the machine learning model.
18. An interactive processing device for a virtual scene, the device comprising: The object display module is configured to display the first virtual object carrying the virtual vehicle in the interface of the virtual scene; A motion control module is configured to control the first virtual object to move with the assistance of the virtual vehicle in response to a motion control operation, wherein the movement range of the first virtual object carrying the virtual vehicle is greater than the movement range of the first virtual object not carrying the virtual vehicle. The first processing module is configured to, during the movement of the first virtual object, activate the target virtual object in response to the target virtual object within the movement range of the first virtual object meeting the activation condition, and control the target virtual object to chase the second virtual object; The second processing module is configured to, in response to the target virtual object chasing the second virtual object, control the target virtual object to release virtual skills to the second virtual object and change the state of the second virtual object.
19. An electronic device comprising: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interactive processing method of the virtual scene as described in any one of claims 1 to 17.
20. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein when the computer-executable instructions or the computer program are executed by a processor, they implement the interactive processing method of the virtual scene according to any one of claims 1 to 17.
21. A computer program product comprising a computer program or computer-executable instructions, wherein when the computer program or computer-executable instructions are executed by a processor, the interactive processing method of the virtual scene as described in any one of claims 1 to 17 is implemented.