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

By summoning a second virtual object to block the attack of the first virtual object when the summoning conditions are met, and becoming immune to damage, the problem of limited interaction methods in virtual scenes is solved, resulting in a richer interactive experience and improved resource utilization efficiency.

WO2026108434A1PCT designated stage Publication Date: 2026-05-28SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
SAROS NETWORK TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-10-10
Publication Date
2026-05-28

AI Technical Summary

Technical Problem

The current virtual scenes have limited interaction methods for virtual objects, which negatively impacts the user experience.

Method used

When the summoning conditions are met, a second virtual object is summoned by the virtual object, which hinders the attack of the first virtual object and makes the virtual object immune to the damage of the first virtual object, thereby increasing the level of interaction and improving resource utilization.

Benefits of technology

It enriches the interactive methods of virtual scenes, improves resource utilization and interaction difficulty, enhances the interaction and connection between users and virtual objects, and increases user stickiness.

✦ Generated by Eureka AI based on patent content.

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Abstract

An interactive processing method and apparatus for a virtual scene, and an electronic device, a computer-readable storage medium and a computer program product. The method comprises: displaying a virtual scene, wherein the virtual scene comprises a first virtual subject and a virtual object; and in response to the virtual object satisfying a summoning condition, controlling the virtual object to summon at least one second virtual subject, wherein the second virtual subject is used for hindering the first virtual subject from inflicting damage on the virtual object, and the virtual object is at least partially immune to the damage caused by a first attack operation of the first virtual subject.
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Description

Interactive processing methods, devices, electronic devices, computer-readable storage media, and computer program products for virtual scenes

[0001] Cross-reference to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 202411677064.5, filed on November 20, 2024, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to computer graphics and image technology, and more particularly to a method, apparatus, electronic device, computer-readable storage medium, and computer 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. They have various typical application scenarios. For example, in virtual scenes such as games, they can simulate the real interaction process between virtual objects.

[0005] In related technologies, buoys on virtual objects in a virtual scene can move back and forth continuously. When the buoy moves to a glowing position, the player can control the virtual object to attack the virtual object to complete the puzzle and thus crack the virtual object. However, it is evident that the interaction methods provided by these technologies are rather rigid and simplistic, negatively impacting the user experience. 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 diversify the interactive methods of virtual scenes.

[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] Displaying a virtual scene, wherein the virtual scene includes a first virtual object and virtual objects;

[0010] In response to the virtual object meeting the summoning conditions, the virtual object is controlled to summon at least one second virtual object. The second virtual object is used to prevent the first virtual object from causing damage to the virtual object. The virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object.

[0011] This application provides an interactive processing device for a virtual scene, comprising:

[0012] The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object and virtual objects;

[0013] The control module is configured to, in response to the virtual object meeting the summoning conditions, control the virtual object to summon at least one second virtual object, the second virtual object being used to prevent the first virtual object from causing damage to the virtual object, and the virtual object being at least partially immune to the damage caused by the first attack operation of the first virtual object.

[0014] This application provides an electronic device for interactive processing in virtual scenes, the electronic device comprising:

[0015] Memory is used to store computer programs or computer-executable instructions.

[0016] The processor, when executing a computer program or computer-executable instructions stored in the memory, implements the interactive processing method for virtual scenes provided in the embodiments of this application.

[0017] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.

[0018] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the interactive processing method for virtual scenes provided in this application.

[0019] The embodiments of this application have the following beneficial effects:

[0020] By responding to the summoning conditions of a virtual object, the system controls the virtual object to summon a second virtual object, thus introducing the summoned second virtual object into the virtual scene. This breaks the technical limitation of related technologies that rely solely on one-way interaction with the first virtual object in the virtual scene, increasing the interaction layers of the virtual scene. Furthermore, based on the summoning condition triggering mechanism, the second virtual object is only loaded when the summoning conditions are met, avoiding resource waste caused by frequent unloading and loading of the second virtual object, and also avoiding resource consumption issues caused by continuously displaying the second virtual object, thereby improving resource utilization. The system also enriches the interaction methods of the virtual scene by enabling the second virtual object to prevent the first virtual object from causing damage to the virtual object, and ensuring that the virtual object itself is at least immune to damage caused by the first attack operation of the first virtual object. The two elements form a complete system. Through technological collaboration, the former constructs an obstacle mechanism from the perspective of external interaction and intervention, while the latter constructs a protection mechanism from the perspective of the virtual object's own defense. Together, they form a dual technological barrier, changing the technological barrier in related technologies where the first virtual object in a virtual scene can directly cause damage to the virtual object through a single attack operation. By preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first attack operation of the first virtual object, the technical threshold for the first virtual object to cause damage to the virtual object is raised, increasing the difficulty of interacting with the first virtual object. This encourages the first virtual object to explore more interaction methods at the technical level, thereby achieving damage to the virtual object, promoting the interaction between the first virtual object and the virtual object, strengthening the interaction correlation between the first virtual object and the virtual object at the technical level, and ultimately improving user stickiness. Attached Figure Description

[0021] Figure 1A is a schematic diagram of the first application mode of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0022] Figure 1B is a schematic diagram of the second application mode of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0023] Figure 2 is a schematic diagram of the structure of the electronic device provided in an embodiment of this application;

[0024] Figure 3A is a schematic diagram of the first process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0025] Figure 3B is a schematic diagram of the second process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0026] Figure 3C is a schematic diagram of the third process of the virtual scene interaction processing method provided in the embodiments of this application;

[0027] Figure 3D is a schematic diagram of the fourth process of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0028] Figure 4 is a schematic diagram of the reminder information provided in an embodiment of this application;

[0029] Figure 5 is a schematic diagram of the fourth prompt information provided in an embodiment of this application;

[0030] Figure 6A is a schematic diagram of the virtual machine shutdown provided in an embodiment of this application;

[0031] Figure 6B is a schematic diagram of virtual machine activation / deactivation provided in an embodiment of this application;

[0032] Figure 6C is a schematic diagram of summoning monsters provided in an embodiment of this application;

[0033] Figure 7 is a schematic diagram of virtual machine-based immunity provided in an embodiment of this application;

[0034] Figure 8 is a schematic diagram of the object-capturing skills provided in an embodiment of this application;

[0035] Figure 9 is a schematic diagram of eliminating monsters provided in an embodiment of this application;

[0036] Figure 10 is a schematic diagram of cracking the virtual machine shutdown provided in an embodiment of this application;

[0037] Figure 11 is a gameplay diagram of the interactive processing method for virtual scenes provided in the embodiments of this application;

[0038] Figure 12 is a flowchart illustrating the interactive processing method for virtual scenes provided in an embodiment of this application;

[0039] Figure 13 is a computer-side user interface provided in an embodiment of this application;

[0040] Figure 14 is the user interface of the mobile terminal provided in an embodiment of this application.

[0041] It should be noted that the terms "first" and "second" mentioned above are only used to distinguish between different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation

[0042] 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.

[0043] In the following description, the terms "first" and "second" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first" and "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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0048] 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.

[0049] 1) Responding to: used to indicate the conditions or states on which the operation is performed depends. When the conditions or states on which it depends are met, one or more operations can 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.

[0050] 2) Client: An application running on a terminal that provides various services, such as a video playback client, a game client, etc.

[0051] 3) Virtual Scene: A virtual game scene displayed (or provided) when the game program runs on the 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. The 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, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene.

[0052] 4) Virtual Objects: These are interactive images of people and objects 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 character 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.

[0053] 5) Virtual objects: Various items in a virtual scene that can be interacted with. These refer to entities that players can acquire, use, collect, attack, and protect in the game, such as virtual props, virtual levels, virtual defense towers, and virtual equipment. They are usually closely related to the player's game progress and character development.

[0054] 6) Game Guides: In the context of games, game guides refer to instructive materials provided to help players better understand and master virtual tasks. These materials may include, but are not limited to, the following: 1. Game background: an introduction to the game's world view and storyline; 2. Game controls: instructions on how to operate the game, including basic controls and special techniques; 3. Game flow: detailed steps for the main quest, side quests, or game progression; 4. Game tips: sharing advanced techniques, strategy guides, or solutions for specific tasks; 5. Game experiences: players sharing their personal game experiences, strategies, or understanding of the game; 6. Game configuration: introducing the hardware requirements or recommended configurations for running the game; 7. Game updates: introduction and analysis of game version updates. The purpose of game guides is to help players solve difficulties they may encounter during gameplay, improve their gaming experience, and may also include interpretation and in-depth analysis of game content, allowing players to better enjoy the fun the game brings. Game guides can be presented in at least one form, such as text, images, or videos.

[0055] 7) Scene Data: This represents the various characteristics exhibited by virtual objects in a virtual scene during interaction. For example, it can include the position of the virtual object within the virtual scene. Of course, different types of characteristics can be included depending on the type of virtual scene; for example, in a game's virtual scene, scene data can include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time period), and it can also represent the attribute values ​​of various states of game characters, such as health points (also known as red points) and mana points (also known as blue points).

[0056] This application provides a method, apparatus, electronic device, computer-readable storage medium, and computer program product for interactive processing of virtual scenes, which can diversify the interaction methods of virtual scenes. To facilitate a better understanding of the interactive processing method for virtual scenes provided in this application, exemplary implementation scenarios of the interactive processing method for virtual scenes provided in this application are first described. The virtual scene in the interactive processing method for virtual scenes provided in this application can be entirely based on terminal output, or based on collaborative output of terminal and server.

[0057] In some embodiments, the virtual scene can be an environment for game characters to interact, such as a virtual scene for game characters to fight each other. By controlling the actions of the game characters, the two sides can interact in the virtual scene, thereby allowing users to relieve life stress during the game.

[0058] In one implementation scenario, referring to Figure 1A, Figure 1A is a schematic diagram of the application mode of the interactive processing method of virtual scene provided in the embodiment of this application. It is applicable to some application modes that rely entirely on the graphics processing hardware computing power of the terminal 400 to complete the relevant data calculation of the virtual scene 100, such as stand-alone / offline mode games, and the output of virtual scene is completed through various types of terminals 400 such as smartphones, tablets and virtual reality / augmented reality devices.

[0059] As an example, types of graphics processing hardware include central processing units (CPUs) and graphics processing units (GPUs).

[0060] When visual perception of virtual scene 100 is formed, terminal 400 calculates the data required for display through graphics computing hardware, and completes the loading, parsing and rendering of display data. The graphics output hardware outputs video frames that can form visual perception of virtual scene. For example, two-dimensional video frames are presented on the display screen of a smartphone, or video frames that achieve three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses. In addition, in order to enrich the perception effect, terminal 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.

[0061] As an example, a client 410 (e.g., a standalone game application) runs on terminal 400. During the operation of client 410, a virtual scene including virtual objects is output. The virtual scene can be an environment for game characters to interact with, such as a plain, street, or valley for game characters to fight, or a room for game characters to build, etc. Taking the virtual scene 100 displayed in a third-person perspective as an example, virtual objects 110 and virtual objects 120 are displayed in the virtual scene 100. Virtual object 110 can be a game character controlled by the user (or player). That is, virtual object 110 is controlled by the real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene. It can also stay still, jump, and use various functions (such as skills and items). Virtual object 120 is at least partially immune to the damage caused by the first attack operation of the first virtual object 110.

[0062] For example, in a virtual scene 100, a player-controlled virtual object 110 and a virtual object 120 are displayed. Virtual object 120 is at least partially immune to damage caused by the first attack operation of the first virtual object 110. In response to virtual object 120 meeting a summoning condition, the virtual object 120 is controlled to summon at least one second virtual object 130. The second virtual object 130 is used to prevent the first virtual object 110 from causing damage to virtual object 120, thereby enriching the interaction methods of the virtual scene. By responding to virtual objects meeting summoning conditions and controlling virtual objects to summon second virtual objects, the summoned second virtual object is introduced into the virtual scene. The summoning condition triggering mechanism loads the second virtual object only when the summoning condition is met. This avoids the resource waste caused by frequently unloading and loading the second virtual object, as well as the resource consumption problem caused by constantly displaying the second virtual object, thereby improving resource utilization. Furthermore, by preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first virtual object's first attack operation, the difficulty of interacting with the first virtual object is increased. This encourages the first virtual object to explore more interaction methods and achieve damage to the virtual object, thereby promoting interaction between the first virtual object and the virtual object and increasing user stickiness.

[0063] In another implementation scenario, see Figure 1B. Figure 1B is a schematic diagram of the application mode of the interactive processing method of virtual scene provided in the embodiment of this application. It is applied to terminal 400 and server 200 and is suitable for the application mode that relies on the computing power of server 200 to complete the calculation of virtual scene and output the virtual scene on terminal 400.

[0064] Taking the visual perception of virtual scene 100 as an example, server 200 calculates display data related to the virtual scene (such as scene data) and sends it to terminal 400 via network 300. Terminal 400 relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames with a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of terminal 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0065] As an example, a client 410 (e.g., a network-based game application) runs on terminal 400 and interacts with other users through connection to server 200 (e.g., a game server). Terminal 400 outputs a virtual scene 100 of client 410. Taking the virtual scene 100 as an example, which is displayed in a third-person perspective, virtual objects 110 and virtual objects 120 are displayed in the virtual scene 100. Virtual object 110 can be a game character controlled by the user (or player). That is, virtual object 110 is controlled by the real user and will operate in the virtual scene in response to the real user's operation on buttons (including joystick buttons, attack buttons, defense buttons, etc.). For example, when the real user moves the joystick button to the left, the virtual object will move to the left in the virtual scene. It can also stay still, jump, and use various functions (such as skills and items). Virtual object 120 is at least partially immune to the damage caused by the first attack operation of the first virtual object 110.

[0066] For example, terminal 400 outputs a virtual scene 100 sent by server 200, displaying a virtual object 110 and a virtual object 120 controlled by the player. Virtual object 120 is at least partially immune to damage caused by the first attack operation of the first virtual object 110. In response to virtual object 120 meeting the summoning conditions, the virtual object 120 is controlled to summon at least one second virtual object 130. The second virtual object 130 is used to prevent the first virtual object 110 from causing damage to virtual object 120, thereby enriching the interactive methods of the virtual scene. By responding to virtual objects meeting the summoning conditions and controlling virtual objects to summon second virtual objects, a summoning mechanism is introduced into the virtual scene. The summoned second virtual object, based on a summoning condition triggering mechanism, is only loaded when the summoning conditions of the virtual object are met. This avoids the resource waste caused by frequent unloading and loading of the second virtual object, as well as the resource consumption problem caused by constantly displaying the second virtual object, thereby improving resource utilization. Furthermore, by preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first virtual object's first attack operation, the difficulty of interacting with the first virtual object is increased. This encourages the first virtual object to explore more interaction methods and achieve damage to the virtual object, thereby promoting interaction between the first virtual object and the virtual object and increasing user stickiness.

[0067] In some embodiments, the terminal 400 can implement the virtual scene interaction processing method provided in this application embodiment by running a computer program. For example, the computer program can be a native program or software module in the operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a battle game APP (i.e., the client 410 mentioned above) or a collection game APP; or it can be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. The computer program can be any form of application, module or plugin.

[0068] Taking a computer program as an example, in actual implementation, terminal 400 has an application that supports virtual scenes installed and running. This application can be any of the following: a first-person shooter (FPS) game, a third-person shooter game, a virtual reality application, a 3D map application, a large-scale exploration game, or a multiplayer shooting survival game. Users use terminal 400 to manipulate virtual objects located in the virtual scene, and these activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, throwing, and constructing virtual buildings—at least one of these. Illustratively, the virtual object can be a virtual character, such as a realistic or anime character.

[0069] In some embodiments, the server 200 in Figure 1B can be a standalone 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, CDN, and big data and artificial intelligence platforms. The terminal 400 can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal 400 and the server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited in this embodiment.

[0070] The structure of the electronic device provided in this application embodiment is described below. Referring to Figure 2, Figure 2 is a schematic diagram of the structure of the electronic device 500 provided in this application embodiment. Taking the electronic device 500 as a terminal 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 can be understood that the bus system 540 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, all buses are labeled as bus system 540 in Figure 2.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0075] The 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 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0076] 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.

[0077] Figure 2 shows an interactive processing device 555 for a virtual scene stored in memory 550. It can be software in the form of programs and plug-ins, and includes a series of modules, including a display module 5551 and a control module 5552. These modules are logically related and can be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.

[0078] As mentioned above, the virtual scene interaction processing method provided in this application embodiment can be implemented by various types of electronic devices, such as terminals, servers, or a combination of both. Therefore, the executing entities of each step will not be repeated below. Refer to Figure 3A, which is a flowchart illustrating the virtual scene interaction processing method provided in this application embodiment. The steps shown in Figure 3A will be described in conjunction with the steps shown in Figure 3A.

[0079] It should be noted that the method shown in Figure 3A can be executed by various forms of computer programs running on the terminal 400, and is not limited to the client 410 described above. It can also be the operating system, software module and script mentioned above. Therefore, the client should not be regarded as a limitation on the embodiments of this application.

[0080] In step 101, a virtual scene is displayed, wherein the virtual scene includes a first virtual object and virtual objects.

[0081] In this virtual scene, a first virtual object may be displayed, which can be a game character controlled by the user (or player). Virtual objects may also be displayed in the virtual scene. Damage to these virtual objects by the first virtual object can reduce their status values. This embodiment is not limited to the form of status values; for example, status values ​​can be numerical values ​​representing the status of virtual objects, such as health points, defense points, attack points, and mana points. Virtual objects are various items that can be interacted with in the virtual scene. This embodiment does not limit the form of virtual objects; for example, virtual objects can be virtual gates, defense towers, energy orbs, etc.

[0082] In step 102, in response to the virtual object meeting the summoning conditions, the virtual object is controlled to summon at least one second virtual object. The second virtual object is used to prevent the first virtual object from causing damage to the virtual object. The virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object.

[0083] The summoning condition refers to the pre-set or dynamically generated criteria used to trigger a virtual object to summon at least one second virtual object. This criterion is associated with a specific technical state within the virtual scene, such as the first virtual object's attack on the virtual object reaching a preset frequency or intensity, the relative position between the first virtual object and the virtual object entering a preset range, the virtual object's own health value dropping to a preset threshold, or a specific time node within the virtual scene meeting preset requirements. The technical function of this criterion is to provide a clear trigger basis for a virtual object to actively summon a second virtual object, ensuring that the summoning behavior of the second virtual object conforms to the interaction logic of the virtual scene and is compatible with the technical objective of "preventing the first virtual object from causing damage to the virtual object through the second virtual object," thereby supporting the orderly operation of the virtual scene interaction mechanism.

[0084] The second virtual object can be a user character controlled through operations on the client, i.e., a game character controlled by the opposing player. The second virtual object is controlled by the opposing player and will respond to the opposing player's operations on buttons (including joystick buttons, attack buttons, defense buttons, etc.) in the virtual scene, thereby realizing game combat by controlling the second virtual object; the second virtual object can also be artificial intelligence (AI) trained and set in the virtual scene combat; the second virtual object can also be a non-user character (NPC) set in the virtual scene interaction.

[0085] The virtual object possesses immunity, which at least partially negates the damage caused by the first attack operation of the first virtual object. In other words, the immunity at least partially ignores or partially resists the first attack operation from the first virtual object, preventing the virtual object from suffering any damage or negative effects caused by the first attack operation. The function of the immunity is to make the actual damage value caused by the first attack operation to the virtual object less than or equal to the set damage value (i.e., the damage value described in the skill description). The set damage value of the first attack operation is the damage value inherent to the first attack operation itself. For example, if the set damage value of the first attack operation is to cause 20 points of damage, then because the virtual object has immunity, the actual damage value caused by the first attack operation to the virtual object is 2 points of damage.

[0086] This application embodiment, by responding to a virtual object meeting a summoning condition, controls the virtual object to summon a second virtual object, thereby introducing the summoned second virtual object into the virtual scene. This breaks the technical limitation of related technologies that rely solely on one-way interaction with the first virtual object in the virtual scene, increasing the interaction level of the virtual scene. Furthermore, based on the summoning condition triggering mechanism, the second virtual object is only loaded when the virtual object meets the summoning condition, avoiding resource waste caused by frequent unloading and loading of the second virtual object, and also avoiding resource occupation caused by continuously displaying the second virtual object, thus improving resource utilization. By ensuring that "the second virtual object prevents the first virtual object from causing damage to the virtual object" and "the virtual object itself can at least be immune to the damage caused by the first attack operation of the first virtual object," the interaction methods of the virtual scene are enriched, and the two... This technology forms a collaborative barrier. The former constructs an obstacle mechanism from the perspective of external interaction and intervention, while the latter constructs a protection mechanism from the perspective of the virtual object's own defense. Together, they form a dual technical barrier, changing the technical barrier in related technologies where the first virtual object in a virtual scene can directly cause damage to the virtual object through a single attack operation. By preventing the first virtual object from causing damage to the virtual object and at least being immune to the damage caused by the first attack operation of the first virtual object, the technical threshold for the first virtual object to cause damage to the virtual object is raised, increasing the difficulty of interacting with the first virtual object. This promotes the interaction between the first virtual object and the virtual object, stimulating the first virtual object to explore more interaction methods at the technical level and achieve damage to the virtual object. At the technical level, the interaction correlation between the first virtual object and the virtual object is strengthened, ultimately improving user stickiness.

[0087] Referring to Figure 3B, which is a flowchart of the interactive processing method for a virtual scene provided in the embodiment of this application, Figure 3B shows that after step 102, step 103 is also included: In step 103, in response to the second attack operation of the first virtual object against the virtual object, the state value of the virtual object is reduced based on the damage caused by the second attack operation.

[0088] Among them, the virtual object's immunity to the first attack is greater than its immunity to the second attack.

[0089] This application embodiment raises the technical threshold for the first virtual object to damage the virtual object by preventing the first virtual object from causing damage to the virtual object and at least making it immune to the damage caused by the first attack operation of the first virtual object. This increases the difficulty of interacting with the first virtual object, thereby stimulating the first virtual object to explore more interaction methods. At the technical level, it strengthens the interaction correlation between the first virtual object and the virtual object. For example, if the first virtual object explores a second attack operation, the damage caused by the second attack operation reduces the state value of the virtual object, thereby achieving an effective attack on the virtual object. This increases the player's desire to explore and encourages the player to choose more ingenious ways to solve the virtual level, thereby stimulating the player's sense of accomplishment.

[0090] This includes at least one of the following: when a virtual object is completely immune to the damage caused by the first attack, the virtual object is not immune to or is only partially immune to the damage caused by the second attack; when a virtual object is only partially immune to the damage caused by the first attack, the virtual object is not immune to the damage caused by the second attack.

[0091] The damage caused by the second attack operation can reduce the state value of the virtual object. The embodiments of this application are not limited to the form of the state value. For example, the state value can be a numerical value that represents the state of the virtual object, such as health points, HP, defense points, attack points, mana points, etc.

[0092] It should be noted that since virtual objects are at least partially immune to the damage caused by the first attack operation on the first virtual object, the first attack operation cannot cause effective damage to the virtual object; that is, the first attack operation is an invalid attack operation. However, compared to the first attack operation, the second attack operation can cause effective damage to the virtual object; that is, the second attack operation is a valid attack operation. For example, if the damage value set for the first attack operation is 20 points, and because the virtual object is immune to the first attack operation, the actual damage value caused by the first attack operation is 2 points. Similarly, if the damage value set for the second attack operation is also 20 points, and because the virtual object is not immune to the second attack operation, the actual damage value caused by the second attack operation is 20 points.

[0093] The first attack operation and the second attack operation can be two different types of attack operations. For example, the first attack operation is a normal attack operation, while the second attack operation is a special attack operation. Alternatively, the first attack operation and the second attack operation can be of the same type. For example, the first attack operation is a first normal attack operation, while the second attack operation is a second normal attack operation.

[0094] This application's embodiments establish a precise matching logic between attack operations and the defensive attributes of virtual objects by setting immune differences between two attack operations (complete immunity to the first attack operation does not impede immunity to the second attack operation or partial immunity to the second attack operation, and partial immunity to the first attack operation does not impede immunity to the second attack operation). This gives the offensive and defensive interactions in virtual scenes technical differentiation and strategic depth. On the one hand, the immune difference setting enriches the interactive dimensions of virtual scenes at the technical level (upgrading from a binary judgment of "whether the attack is immune" to a multi-dimensional decision of "choosing which attack operation to achieve effective damage"). On the other hand, by clarifying the effectiveness of the second attack operation, it provides a feasible technical exploration direction for the first virtual object, avoiding the stagnation of interaction caused by the immunity of the first attack operation, and further strengthening the technical guidance of "exploring interactive methods to achieve damage".

[0095] Referring to Figure 3C, which is a flowchart of the interactive processing method for a virtual scene provided in the embodiment of this application, Figure 3C shows that after step 102 in Figure 3B, step 104 is also included: in step 104, attack prompt information is displayed, wherein the attack prompt information is used to prompt at least one second attack operation.

[0096] The types of display parameters for the attack prompt information include at least one of the following: shape, color, text, image, audio, and animation. That is, the embodiments of this application are not limited to the form of the attack prompt information. For example, if the display parameter of the attack prompt information is text, then a text message “The magic box is protected. Steal the monster’s ability to damage it!” will pop up in the virtual scene, prompting the second attack operation of “stealing the monster’s ability”.

[0097] In this embodiment of the application, after the virtual object summons at least one second virtual object, an attack prompt message is provided to the player in a timely manner to prompt the player to output a second attack in order to cause great damage to the virtual machine, so as to avoid the player getting stuck in the process of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0098] Thus, from the perspective of technical interaction logic, the newly added "attack prompt" technical interaction link in this application embodiment breaks the technical limitation of "users needing to independently explore effective attack methods" in traditional virtual scenarios. It directly feeds back the "effective attack operation (second attack operation)" to the user in the form of prompt information through technical means, constructing a coherent technical interaction link of "summoning the second virtual object - prompting the effective attack operation," solving the technical problem of low interaction efficiency or interaction stagnation caused by users' inability to quickly identify effective attack methods. From the perspective of technical guidance mechanism, the technical setting of "attack prompt information" establishes a precise operation guidance mechanism, replacing the previous method. The vague guidance mode in traditional virtual scenarios, which "lacks explicit guidance or relies solely on generalized prompts," directly links the direction of operation on the first virtual object with the technical objective of "causing damage to the virtual object." This reduces the user's operational exploration costs and improves the technical smoothness of virtual scene interaction. From the perspective of technical effect transmission, it ensures that the technical solution of "achieving effective damage through the second attack operation" can be implemented more smoothly, avoiding the failure to realize the technical value of the "second attack operation" due to user operation deviations. By providing users with technical paths to overcome obstacles through attack prompts, it retains the interactive difficulty to stimulate the desire to explore, while also preventing users from abandoning interaction due to excessive difficulty through technical guidance.

[0099] In some embodiments, step 104 can be implemented by displaying attack notification information in a virtual scene in response to a display trigger operation for attack notification information.

[0100] Among them, the display triggering operation includes, but is not limited to, contact operations such as click operation, long press operation, drag operation, double click operation, two-finger pinch or two-finger spread operation, as well as non-contact operations such as motion detection, eye movement detection, and voice triggering.

[0101] In this embodiment of the application, after the virtual object summons at least one second virtual object, an attack prompt message is manually triggered to prompt the player to output a second attack in order to cause great damage to the virtual machine. This is equivalent to manually obtaining the secret to cracking the virtual object, so as to avoid the player getting stuck on cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0102] In some embodiments, before displaying the attack notification information in the virtual scene, an attack notification trigger control is displayed in the virtual scene, and the triggering operation for the attack notification trigger control is determined as a display triggering operation, thereby manually confirming that the attack notification information needs to be displayed, so as to display the attack notification information in the virtual scene.

[0103] For example, an attack notification trigger control can be displayed in a virtual scene. In response to a trigger operation on the attack notification trigger control, attack notification information can be displayed in the virtual scene. The embodiments of this application are not limited to the form of the trigger operation; for example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye movement detection, or voice triggering.

[0104] In some embodiments, before displaying the attack notification information in the virtual scene, a first notification information for displaying the attack notification information is displayed in the virtual scene, and a confirmation operation for the first notification information is determined as a display trigger operation, thereby manually confirming that the attack notification information needs to be displayed, so that the attack notification information is displayed in the virtual scene.

[0105] The display parameters of the first prompt information include at least one of the following: shape, color, text, image, audio, and animation. That is, the embodiments of this application are not limited to the form of the first prompt information. For example, if the display parameter of the first prompt information is text, then a text "Do you need the secret to an effective attack?" will pop up in the virtual scene to remind the player whether they need to display the attack prompt information.

[0106] For example, a first prompt message is displayed in a virtual scene to indicate an attack warning. In response to a confirmation operation on the first prompt message, the attack warning message is displayed in the virtual scene. The embodiments of this application are not limited to the form of the confirmation operation; for example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye movement detection, or voice triggering.

[0107] In some embodiments, before displaying the attack prompt information in the virtual scene, a second prompt information is displayed in the virtual scene. The second prompt information is used to prompt the first virtual object to jump to the interactive area of ​​the virtual scene and interact with the virtual object in the interactive area. The confirmation operation for the second prompt information is determined as the display trigger operation, thereby manually confirming that the attack prompt information needs to be displayed, so as to display the attack prompt information in the virtual scene.

[0108] The display parameters of the second prompt information include at least one of the following: shape, color, text, image, audio, and animation. That is, the embodiments of this application are not limited to the form of the second prompt information. For example, if the display parameter of the second prompt information is text, a text "Enter the gameplay map?" will pop up in the virtual scene to remind the player whether they need to enter the gameplay map.

[0109] For example, in a virtual scene, a second prompt message is displayed, navigating to an interactive area within the virtual scene, where the user can interact with virtual objects. In response to a confirmation operation on the second prompt message, the first virtual object is controlled to navigate to the interactive area of ​​the virtual scene (e.g., from the main map to the gameplay map), interact with virtual objects in the interactive area, and an attack prompt message is displayed in the virtual scene. The embodiments of this application are not limited to the form of the confirmation operation; for example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye movement detection, or voice triggering.

[0110] In some embodiments, step 104 can be implemented in the following manner: in response to meeting the display conditions for attack prompt information, displaying attack prompt information in a virtual scene; wherein the display conditions include one of the following: the first duration of the attack on the virtual object by the first virtual object is greater than a first duration threshold; the number of times the first virtual object attacks the virtual object through the first attack operation is greater than a first number threshold; the state value of the first virtual object is less than a first state value threshold; the distance between the first virtual object and the virtual object is less than a first distance threshold; and receiving an instruction to display attack prompt information.

[0111] In this embodiment of the application, after the virtual object summons at least one second virtual object, an attack prompt message is automatically triggered by display conditions to prompt the player to output a second attack in order to cause great damage to the virtual machine. This is equivalent to automatically obtaining the secret to cracking the virtual object, so as to avoid the player getting stuck in the process of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0112] For example, if the display condition is that the first duration of the first virtual object attacking the virtual object exceeds a first duration threshold, then when the first duration of the first virtual object attacking the virtual object exceeds the first duration threshold, it means that the time for the player-controlled first virtual object to attack the virtual object is too long, and the player may not be able to discover the secret to cracking the virtual object on their own. In this case, an attack prompt message will be automatically triggered to prompt the player to output a second attack in order to cause great damage to the virtual object. This is equivalent to automatically obtaining the secret to cracking the virtual object, so as to avoid the player getting stuck in the process of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0113] For example, if the display condition is that the number of times the first virtual object attacks the virtual object through the first attack operation exceeds the first threshold, then when the number of times the first virtual object attacks the virtual object through the first attack operation exceeds the first threshold, it means that the player has output too many invalid attack operations. The player may not be able to discover the secret to cracking the virtual object on their own. In this case, an attack prompt message will be automatically triggered to prompt the player to output a second attack to cause great damage to the virtual object. This is equivalent to automatically obtaining the secret to cracking the virtual object, so as to avoid the player getting stuck in the process of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene.

[0114] For example, if the display condition is that the state value of the first virtual object is less than the first state value threshold, then when the state value of the first virtual object is less than the first state value threshold, it means that the player is less likely to crack the virtual object. In this case, an attack prompt message will be automatically triggered to encourage the player to crack the virtual object and prevent the player from playing the game passively.

[0115] For example, if the display condition is that the distance between the first virtual object and the virtual object is less than the first distance threshold, then when the distance between the first virtual object and the virtual object is less than the first distance threshold, it means that the player may be in a dangerous area. Attack prompt information will be automatically triggered to prompt the player to output a second attack in order to cause great damage to the virtual machine, so as to move away from the dangerous area, increase the game time, and prevent the player from getting stuck in the process of cracking virtual objects for a long time, thereby improving the interaction efficiency in the virtual scene.

[0116] For example, if the display condition is receiving an instruction to display an attack prompt, then when such an instruction is received, it means that artificial intelligence has predicted that the player needs to display an attack prompt. In this case, the attack prompt will be automatically triggered to prompt the player to launch a second attack to cause great damage to the virtual machine. This is equivalent to automatically obtaining the secret to cracking the virtual world, so as to avoid the player getting stuck on cracking virtual objects for a long time, thereby improving the interaction efficiency in the virtual scene.

[0117] Thus, from a technical adaptability perspective, based on "displaying attack warning information," a "condition-triggered" warning display mechanism is constructed by clearly defining multiple specific display conditions. This breaks through the technical limitations of the traditional "fixed-time display of warnings," enabling the display of attack warning information to be precisely correlated with dynamically changing technical parameters in the virtual scene (such as the attack duration, number of attacks, state value, and distance from the virtual object). This achieves technical adaptation between the warning display and the scene state, avoiding the impact on the interactive experience caused by inappropriate warning display timing (such as displaying too early, leading to reduced interactive exploration, or displaying too late, leading to user operation stagnation). From the perspective of technical interaction accuracy, the setting of multiple display conditions provides multi-dimensional technical support for warning display. The judgment criteria replace the crude prompting logic of "single condition triggering," and can flexibly trigger prompts according to different scenario technical states, so that the prompt information can accurately match the user's actual operational difficulties and scenario needs, improving the pertinence of technical interaction. From the perspective of technical effect transmission, through dynamic condition triggering, "interactive exploration" and "operation guidance" are balanced at the technical level. This avoids indiscriminate prompts from destroying the fun of exploration, and can provide timely technical support when users need guidance. On the other hand, through clear display condition settings, the display of attack prompt information has technical adjustability and predictability, which makes it easier for electronic devices to accurately control the timing of prompts according to the overall interactive rhythm of the virtual scene, further optimizing the technical smoothness of the interactive process.

[0118] In some embodiments, the instruction is obtained by performing the following processing through a first neural network model: based on the object features of the first virtual object, performing prediction processing on the virtual object to obtain a second duration required for the first virtual object to knock down the virtual object; when the second duration is greater than a second duration threshold, generating an instruction to display attack prompt information; wherein, the first neural network model is trained using virtual object samples, object feature samples, and instruction annotations.

[0119] Among them, object characteristics refer to the set of technical attributes and state data that can be captured and processed by the neural network model and can characterize the first virtual object in the virtual scene in relation to the goal of defeating the virtual object. From the perspective of technical composition, it usually covers the first virtual object's ability attributes (such as attack strength, attack type diversity, skill cooldown status, damage coefficient to virtual objects, etc., these attributes are directly related to the attack effect and affect the efficiency of defeating virtual objects), state attributes (such as current health, energy, movement speed, whether it is in a buff / debuff state, etc., the quality of the state will affect the first virtual object's ability and rhythm of continuous attack), historical interaction attributes (such as the success rate of past attacks against similar virtual objects, average attack duration, parameter characteristics corresponding to commonly used attack strategies, etc., historical data can reflect the first virtual object's attack habits and efficiency), and relative attributes with virtual objects (such as the current attack distance with virtual objects, the frequency of past interactions with virtual objects, etc., the relative relationship will affect the difficulty and effect of the attack operation). These features need to be input into the first neural network model in the form of quantifiable technical data (such as numerical values, vectors, label encoding, etc.) to provide a data foundation for the model to learn the correlation between object features and knockdown duration. The object feature samples used in the model training phase are the instantiation data of the above-mentioned features in different scenarios. Combined with virtual object samples and instruction annotations, the model finally has the technical ability to predict knockdown duration based on real-time object features.

[0120] For example, the object characteristics of the first virtual object can characterize the current capabilities of the virtual object. Then, the first neural network model predicts the second time required for the first virtual object to defeat the virtual object. When the second time exceeds the second time threshold, it indicates that an attack prompt message needs to be automatically displayed to avoid players getting stuck on cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene. Therefore, displaying an attack prompt message in the virtual scene prompts the player to output a second attack in order to cause great damage to the virtual object, thereby assisting the player in quickly cracking the virtual object.

[0121] It should be noted that before applying the first neural network model, an initial first neural network model needs to be trained, and then the trained first neural network model is put into application. The first neural network model is trained using virtual object samples, object feature samples, and instruction annotations. For example, based on the virtual object samples and object feature samples, the initial first neural network model is called for prediction processing to obtain the second time required for the virtual object sample to knock down the virtual object sample. Using the second time required for the virtual object sample to knock down the virtual object sample and the instruction annotations, the value of the loss function of the first neural network model is determined. It can then be determined whether the value of the loss function exceeds a preset threshold. When the value of the loss function exceeds the preset threshold, the error signal of the first neural network model is determined based on the loss function, and the error information is backpropagated in the first neural network model, updating the model parameters of each layer during the propagation process. The embodiments of this application are not limited to the form of the loss function; for example, it can be a cross-entropy loss function, an L2 loss function, etc.

[0122] Here, we explain backpropagation. Training sample data is input into the input layer of the neural network model, passes through the hidden layers, and finally reaches the output layer to output the result. This is the forward propagation process of the neural network model. Since there is an error between the output result and the actual result, the error between the output result and the actual value is calculated and propagated back from the output layer to the hidden layers until it reaches the input layer. During backpropagation, 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. The summation result is used as the updated model parameters of each layer, thereby reducing the error caused by the model parameters. This process is iterated until convergence. The first neural network model is a type of neural network model.

[0123] Referring to Figure 3D, which is a flowchart illustrating the interactive processing method for a virtual scene provided in this application embodiment, the types of second attack operations are multiple. Figure 3D shows that after step 104 in Figure 3C, it also includes steps 105-106: In step 105, the attack prompt information displays first explanatory information for some second attack operations and reminder information based on the first explanatory information, wherein the reminder information is used to assist the account logged into the virtual scene in exploring other second attack operations, and other second attack operations are second attack operations other than some second attack operations among multiple second attack operations; In step 106, in response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation being other second attack operations, a third prompt information is displayed, wherein the third prompt information is used to indicate that the third attack operation is other second attack operations.

[0124] The first explanatory information includes at least one of the following: text, image, audio, and video; that is, the embodiments of this application are not limited to the form of the first explanatory information. The display parameters of the reminder information include at least one of the following: shape, color, text, image, audio, and animation; that is, the embodiments of this application are not limited to the form of the reminder information. The display parameters of the third prompt information include at least one of the following: shape, color, text, image, audio, and animation; that is, the embodiments of this application are not limited to the form of the third prompt information.

[0125] As shown in Figure 4, the first explanatory information is text message 401 "The Magic Box is protected. Stealing monster abilities has caused damage to it!" This text message 401 indicates that "stealing monster abilities" is one of the various second attack operations. The reminder information is text message 402 "Explore other more effective attack methods on your own!" This text message 402 is used to assist the account logged into the virtual scene in exploring other second attack operations besides "stealing monster abilities" to achieve more effective attack operations against virtual objects. In response to the first virtual object 403 performing a third attack operation on virtual object 404, and the third attack operation is another second attack operation, a third prompt information is displayed. The third prompt information is text message 405 "The summoning of XX monsters has caused significant damage to the Magic Box!" This text message 405 indicates that "summoning XX monsters" is a more effective second attack operation, prompting the player to discover other second attack operations.

[0126] Thus, through the technical design of "multiple second attack operations + first explanatory information and reminder information for some operations" in step 105 and "responding to the third attack operation and displaying a confirmation prompt" in step 106, this application embodiment lowers the initial interaction threshold with partial explanations and preserves exploration space with reminders, balancing technical guidance and exploration. Furthermore, it constructs an "exploration-feedback" closed loop through the third prompt information, strengthening positive incentives to enhance exploration enthusiasm. While ensuring the realization of basic damage, it also encourages the exploration of more effective operations, deepens the interaction, and ultimately efficiently promotes interaction and enhances user stickiness at the technical level.

[0127] In some embodiments, before "displaying first explanatory information for a portion of the second attack operations in the attack prompt information" in step 105, a portion of the second attack operations are determined from a variety of second attack operations.

[0128] Before displaying the first explanatory information for some of the second attack operations, this embodiment of the application automatically selects some of the second attack operations from all the second attack operations for display, so as to assist the account logged into the virtual scene in exploring other second attack operations, thereby avoiding players getting stuck in the process of cracking virtual objects for a long time, and thus improving the interaction efficiency in the virtual scene.

[0129] In some embodiments, determining a subset of second attack operations from a plurality of second attack operations can be achieved by: identifying a target attack operation from the plurality of second attack operations as a subset of second attack operations, wherein the type of the target attack operation includes at least one of the following: a second attack operation executed by the first virtual object with a difficulty greater than a difficulty threshold, a second attack operation in which the state value of the virtual object is reduced by less than a second state value threshold after being attacked, a second attack operation executed less than a second number threshold, and a second attack operation in which the first virtual object does not have permission to execute.

[0130] For example, some of the second attack operations are second attack operations that are executed by the first virtual object with a difficulty greater than the difficulty threshold. When some of the second attack operations are second attack operations that are executed by the first virtual object with a difficulty greater than the difficulty threshold, it means that some of the second attack operations suggested by the attack prompt information require greater difficulty to execute. Players need to explore other effective attack operations with lower difficulty in order to crack the virtual object, thereby encouraging players to explore other easy-to-execute second attack operations and increasing user stickiness.

[0131] For example, some secondary attack operations are those where the state value of a virtual object decreases by less than a second state value threshold after being attacked. When some secondary attack operations are those where the state value of a virtual object decreases by less than a second state value threshold after being attacked, it means that some secondary attack operations can only cause minor damage to the virtual object. Players need to explore other effective attack operations that can cause greater damage in order to break the virtual object, thereby encouraging players to explore other secondary attack operations that can cause greater damage and increasing user engagement.

[0132] For example, some second attack operations are those that have been executed less than the second attack threshold. When some second attack operations are those that have been executed less than the second attack threshold, it means that some second attack operations may be unpopular and inapplicable, so they are rarely used. Players need to explore other applicable and effective attack operations to crack virtual objects, thereby encouraging players to explore other applicable second attack operations and increasing user stickiness.

[0133] For example, some of the second attack operations are second attack operations that the first virtual object does not have permission to execute. When some of the second attack operations are second attack operations that the first virtual object does not have permission to execute, then because the player's level is low, the player may not have permission to execute some of the second attack operations. The player needs to explore other valid attack operations that he / she has permission to execute in order to crack the virtual object, thereby incentivizing the player to explore other second attack operations that he / she has permission to execute, thus increasing user stickiness.

[0134] Thus, this embodiment of the application uses a clear technical screening standard to determine the target attack operations that exceed the threshold in difficulty, have a reduced state value below the second threshold, have fewer than the second threshold in execution count, or lack the necessary permissions as the second attack operations that need to display the first explanatory information. This breaks the traditional random selection mode and makes the prompt content accurately adapt to the interactive needs (such as lowering the threshold, avoiding inefficiency, and guiding exploration). Its multi-dimensional screening not only enhances the technical value of the prompts and avoids resource waste, but also balances guidance and exploration space, clarifies the exploration direction of other operations, and ultimately optimizes the interactive experience at the technical level, promoting deep interaction between the first virtual object and virtual objects.

[0135] In some embodiments, determining a subset of second attack operations from a plurality of second attack operations can be achieved by: calling a second neural network model based on the object features of a first virtual object to predict the plurality of second attack operations and obtain the probability of the first virtual object executing each second attack operation; selecting second attack operations with a probability greater than a probability threshold and determining the selected second attack operations as a subset of second attack operations, wherein the second neural network model is trained using object feature samples, attack operation samples, and attack operation annotations.

[0136] For example, the object characteristics of the first virtual object can characterize the current capabilities of the virtual object. Then, the probability of the first virtual object executing each second attack operation is predicted by the second neural network model. The second attack operation with a probability greater than the probability threshold is selected and identified as a partial second attack operation. This indicates that the player is likely to execute this partial second attack operation, so as to avoid the player getting stuck in the process of cracking the virtual object for a long time, thereby improving the interaction efficiency in the virtual scene. This prompts the player to output the second attack in order to cause great damage to the virtual object, thereby assisting the player to quickly crack the virtual object.

[0137] It should be noted that before applying the second neural network model, an initial second neural network model needs to be trained, and then the trained second neural network model is put into application. The second neural network model is trained using object feature samples, attack operation samples, and attack operation annotations. For example, based on attack operation samples and object feature samples, the initial second neural network model is called for prediction processing to obtain the probability of each attack operation sample being executed by the virtual object sample. After determining the value of the loss function of the second neural network model using the probability of each attack operation sample being executed by the virtual object sample and the attack operation annotations, 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, the error signal of the second neural network model is determined based on the loss function, and the error information is backpropagated in the second neural network model, updating the model parameters of each layer during the propagation process. The embodiments of this application are not limited to the form of the loss function; for example, it can be a cross-entropy loss function, an L2 loss function, etc.

[0138] In some embodiments, after step 104, the attack prompt information displays second explanatory information for each second attack operation, wherein the second explanatory information is used to assist the account control first virtual object in the login virtual scene to carry out the attack operation; in response to the triggering operation of the second explanatory information, preview information of the second attack operation corresponding to the triggered second explanatory information is displayed.

[0139] The first explanatory information includes at least one of the following types: text, image, audio, and video; that is, the embodiments of this application are not limited to the form of the first explanatory information. The embodiments of this application are not limited to the operation form of triggering the second explanatory information; for example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye-tracking detection, or voice triggering.

[0140] For example, the attack notification displays secondary explanations for all secondary attack operations, allowing players to understand all effective actions against virtual objects. In response to a triggered action based on the secondary explanation, a preview of the corresponding secondary attack operation is displayed, enabling players to intuitively understand each effective attack strategy and select the most suitable secondary attack operation to attack the virtual object. This avoids players getting stuck on cracking virtual objects for extended periods, thereby improving interaction efficiency within the virtual environment.

[0141] Thus, from the perspective of technical guidance accuracy, "displaying second explanatory information for each second attack operation (assisting the account to control the first virtual object to carry out the attack) in the attack prompt information, and displaying preview information of the corresponding second attack operation in response to the trigger operation of the second explanatory information" overcomes the technical limitation of merely indicating the existence of the operation without clarifying the implementation method, based on "displaying attack prompts". By providing implementation guidance for each second attack operation through the second explanatory information, it solves the technical pain point that users know the operation but do not know how to execute it. At the same time, the design of triggering and displaying previews further transforms abstract operation instructions into intuitive previews, reducing the threshold for user understanding and operation. From the perspective of optimizing the interactive experience, a layered interactive technology mechanism of "instruction-trigger-preview" has been constructed to replace the traditional mode of piling up information all at once in prompts. Users can actively trigger previews according to their needs, which not only avoids information overload but also gives users the initiative in interaction and improves the flexibility of technical interaction. From the perspective of technical collaboration, it ensures that each operation has clear technical guidance and is in synergy with the goal of "promoting exploration and interaction". Users can quickly master the operation through clear instructions and previews, and can try different secondary attack operations more efficiently, deepening the interaction with virtual objects. Ultimately, at the technical level, the overall interactive experience is optimized and user stickiness is strengthened through precise guidance and flexible interaction.

[0142] In some embodiments, in response to at least one second virtual object being attacked, or the reduction in the state value of at least one second virtual object being greater than a reduction threshold, the state value of the virtual object is reduced; wherein, the first reduction in the state value of the virtual object is less than the second reduction, the first reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the first attack operation, the second reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the second attack operation, and the state value of the virtual object is positively correlated with the reduction in the state value when the second virtual object is attacked.

[0143] If the decrease in the state value of the second virtual object is greater than the decrease threshold, it indicates that the second virtual object has suffered significant damage, or even been knocked down. If the decrease in the state value of the second virtual object when attacked by the first attack is less than the decrease when attacked by the second attack, it indicates that the second attack is more effective than the first attack, causing greater damage.

[0144] The larger the state value of a virtual object, the greater the reduction in the state value of the second virtual object when it is attacked. Based on the state value of the virtual object, the difficulty of the gameplay is dynamically adjusted. For example, the less health a virtual machine has, the less damage is caused by the attack operation against the second virtual object. This dynamically controls the overall game duration and avoids ending the game quickly.

[0145] Thus, this application embodiment reduces the virtual object's state value when it attacks the second virtual object or its state value decreases beyond a threshold. It also distinguishes between the reduction amounts of the virtual object corresponding to the first attack operation and the second attack operation (the first reduction amount is less than the second reduction amount), and the reductions in their state values ​​are positively correlated. This technical design breaks away from the traditional single logic of directly attacking virtual objects to cause injury, adding an indirect interaction path for the first virtual object. It clearly signals that "attacking the second virtual object with the second attack operation yields higher returns," guiding users to prioritize this operation to enhance its technical value. Furthermore, by setting a positive correlation, it incentivizes a highly efficient strategy of focusing attacks on the second virtual object, upgrading it from an "obstacle" to a "key connection node," deepening the interactive connection, and ultimately enhancing the strategic depth and effectiveness of the interaction at the technical level, promoting continuous user participation.

[0146] In some embodiments, the second attack operation includes a skill copying operation and a skill release operation; step 103 can be implemented in the following ways: in response to a skill copying operation against at least one second virtual object, a fourth prompt message is displayed, wherein the fourth prompt message is used to prompt the first virtual object that it has copied the skill of at least one second virtual object; in response to a skill release operation against the copied skill, the first virtual object is controlled to release the skill to the virtual object, and the state value of the virtual object is reduced based on the damage caused by the skill.

[0147] The display parameters of the fourth prompt information include at least one of the following: shape, color, text, image, audio, and animation. Therefore, the embodiments of this application are not limited to the form of the fourth prompt information. Furthermore, the embodiments of this application are not limited to the operation forms of skill release and skill copying operations; for example, they can be contact operations such as clicking, double-clicking, and swiping; or they can be non-contact operations such as motion detection, eye movement detection, and voice triggering.

[0148] As shown in Figure 5, taking the display parameter of the fourth prompt as text as an example, the player controls the first virtual object 501 to perform a skill copying operation on the second virtual object 502 (for example, the trigger operation on the object-grabbing skill control 503). After the skill copying operation is completed on the second virtual object 502, the text 504 "Successfully stole the monster skill, released the skill and caused damage!" is displayed in the virtual scene, indicating that the first virtual object 501 has copied the skill of the second virtual object 502. In response to the trigger operation on the object-grabbing skill control 503, the player controls the first virtual object 501 to release the skill to the virtual object, automatically copying the skill of the second virtual object 502 onto the virtual object. Based on the damage caused by the skill, the player reduces the virtual object's health. For example, if the damage caused by the skill is 100 points, then the virtual object's health is reduced based on 100 points of damage.

[0149] As shown in Figure 8, taking the color as the display parameter of the fourth prompt information as an example, the object-capturing skill control 606 is displayed in the virtual scene. The player controls the virtual character 70 (i.e., the first virtual object) to perform a skill copying operation on the monster 603 (i.e., the triggering operation on the object-capturing skill control 606). The monster 603 is selected through the aperture 605. After the skill copying operation is completed on the monster 603, the object-capturing skill control 606 is highlighted in the virtual scene, indicating that the virtual character 70 has copied the skill of the monster 603. In response to the triggering operation on the object-capturing skill control 606, the virtual character 70 is controlled to release the skill to the virtual machine gate (i.e., the virtual object). The skill of the monster 603 is automatically copied on the virtual machine gate 60. Based on the damage caused by the skill, the health of the virtual machine gate 60 is reduced. For example, if the damage caused by the skill is 100 points, then the health of the virtual machine gate 60 is reduced based on 100 points of damage.

[0150] Thus, this embodiment of the application, by clearly defining the second attack operation as a skill copying operation and a skill release operation, responds to the skill copying display prompt, responds to the skill release control attack and reduces the virtual object state value, providing a specific technical implementation path for the second attack operation. It not only associates the second virtual object with the skill copying operation, enriching the "first virtual object - second virtual object" interaction logic, but also ensures the effectiveness of the operation through prompts and realizes damage transmission through skill release, strengthening the technical closed loop of the second attack operation causing injury; at the same time, it upgrades the interaction from "direct attack" to a strategic process of "copy-release", improving the level of interaction technology, deepening the association between the first virtual object and virtual scene elements, and promoting continuous user participation.

[0151] In some embodiments, the second attack operation includes the placement of virtual props; step 103 can be implemented in the following way: in response to the placement of virtual props, the state value of the virtual object is reduced based on the damage caused by the virtual props, thereby controlling the first virtual object to place virtual props around the virtual object, and reducing the state value of the virtual object based on the damage caused by the virtual props.

[0152] The embodiments of this application are not limited to the operation form of placement operation. For example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye movement detection, or voice triggering.

[0153] For example, in the displayed virtual scene, the first virtual object is the "warrior" controlled by the player, and the virtual object is the "crystal tower" (which is at least partially immune to the warrior's first attack, "normal sword strike"). The second attack is the "placement of the fire trap item": when the warrior (the first virtual object) selects the "fire trap" virtual item from his inventory and places it within a 5-meter radius of the crystal tower (the virtual object), this second attack triggers the fire trap's damage effect—the fire trap continuously inflicts burning damage on the crystal tower. Based on the value of this burning damage (e.g., decreasing by 20 points per second), the crystal tower's health (status value) is reduced accordingly. For example, a crystal tower with an initial health of 200 points will have its health reduced to 0 points after the fire trap has been in effect for 10 seconds, thus effectively damaging the virtual object.

[0154] Thus, by defining the second attack operation as a virtual item placement operation, and responding to this placement operation by reducing the virtual object's state value based on item damage, this application provides a concrete technical implementation path for the second attack operation. This not only breaks the single mode of "the second attack operation only relying on skill release" and enriches the technical form of the second attack operation, but also constructs a simple technical closed loop of "operation-damage" through the direct association between virtual item placement and damage transmission, reducing the user's operational understanding cost. At the same time, it expands the interaction between the first virtual object and the virtual scene from "instant attack" to "item strategic placement", enhancing the strategic nature of the interaction, deepening the interactive association with virtual objects, and promoting continuous user participation.

[0155] In some embodiments, the second attack operation includes a summoning operation; step 103 can be implemented in the following way: in response to the summoning operation, the first virtual object is controlled to summon a non-player character, and the non-player character is controlled to attack the second virtual object or virtual object, and the state value of the virtual object is reduced based on the damage caused by the non-player character.

[0156] The embodiments of this application are not limited to the operation form of the summoning operation. For example, it can be a contact operation such as clicking, double-clicking, or swiping; it can also be a non-contact operation such as motion detection, eye movement detection, or voice triggering.

[0157] For example, in the displayed virtual scene, the first virtual object is the "warrior" controlled by the player, and the virtual object is the "stone circle" (this stone circle is completely immune to the warrior's first attack operation, "Basic Fireball"). The second attack operation is the "summoning of guards": when the warrior (the first virtual object) consumes "summoning charms" from his inventory to perform the summoning operation, the player responds to this operation and controls the warrior to summon a non-player character, the "guard." The guard then acts in sync—on one hand, attacking the second virtual object that is hindering the warrior, and on the other hand, directly attacking the stone circle. Based on the 30 points of damage caused by each attack by the guard (e.g., attacking once every 2 seconds), the stone circle's health (status value) is reduced accordingly. For example, a stone circle with an initial health of 300 points will have its health reduced to 0 points after the guard attacks it 10 times, thus achieving effective damage to the virtual object.

[0158] Thus, by defining the second attack operation as a summoning operation, the embodiment of this application provides a technical implementation path for the second attack operation by summoning a non-player character, controlling its attack, and reducing the virtual object's state value based on damage. This breaks the single mode of "the second attack operation relying solely on the direct action of the first virtual object," enriching the technical form of the second attack operation. Furthermore, it constructs a technical closed loop of "summoning-linked attack-damage transmission" through the collaborative attack of non-player characters. At the same time, it expands the interaction between the first virtual object and the virtual scene from "single-player operation" to "role collaboration," enhancing the strategic nature of the interaction (such as prioritizing the non-player character to clear obstacles of the second virtual object), deepening the association with the virtual object and the second virtual object, and promoting continuous user participation.

[0159] In some embodiments, prior to step 102, at least one second virtual object is determined from a plurality of candidate virtual objects, wherein the at least one second virtual object is distinct from each other.

[0160] For example, the birthplace of the second virtual object is a random location within the monitoring range of the virtual object, and the locations cannot overlap. To address this, embodiments of this application randomly determine different second virtual objects from the candidate virtual objects to achieve a differentiated gaming experience.

[0161] In some embodiments, determining at least one second virtual object from a plurality of candidate virtual objects can be achieved by: determining a target virtual object from a plurality of candidate virtual objects as the second virtual object, wherein the type of the target virtual object includes at least one of the following: a candidate virtual object that has the highest attribute similarity to the first virtual object, a candidate virtual object that is in a different virtual faction from the first virtual object, or a candidate virtual object that is different from historical virtual objects, wherein historical virtual objects are virtual objects that were previously summoned by the virtual object.

[0162] For example, if the second virtual object is the candidate virtual object with the highest similarity to the first virtual object in terms of attributes, it means that the attributes of the second virtual object (such as attack power, defense power, and health) are close to those of the first virtual object. Therefore, the possibility of cracking the virtual object by defeating the second virtual object is relatively small, thereby increasing the difficulty of cracking the virtual object, increasing the pressure on the player in the battle, and avoiding a quick end to the game.

[0163] For example, the second virtual object is a candidate virtual object that is in a different virtual faction from the first virtual object. When the second virtual object is a candidate virtual object that is in a different virtual faction from the first virtual object, it means that the virtual object summons the enemy of the first virtual object to fight against the first virtual object. This increases the difficulty of cracking the virtual object by using the enemy, thereby increasing the pressure on the player in the battle and preventing the game from ending quickly.

[0164] For example, the second virtual object is a candidate virtual object that is different from the historical virtual object. When the second virtual object is a candidate virtual object that is different from the historical virtual object, it means that the virtual object summons various different second virtual objects to achieve a differentiated game experience.

[0165] Thus, this embodiment of the application identifies candidate virtual objects that have the highest similarity to the first virtual object but belong to different virtual factions or are different from historical summoned objects as the second virtual object. This provides a clear screening criterion for determining the second virtual object, breaking away from the crude mode of "randomly selecting candidate objects" and ensuring that the selection of the second virtual object is precisely adapted to the needs of scene interaction (such as different factions enhancing the targeting of obstacles and different historical objects avoiding repetition). Furthermore, the multi-dimensional screening enriches the differences in the technical attributes of the second virtual object, enhancing the strategic nature of the first virtual object in dealing with obstacles. At the same time, it strengthens the novelty and adaptability of virtual scene interaction, deepens the interactive relationship between the first virtual object and the second virtual object and virtual objects, and promotes continuous user participation.

[0166] In some embodiments, after step 102, in response to at least one second virtual object being knocked down and the state value of the virtual object being greater than a third state value threshold, the virtual object is controlled to summon at least one third virtual object, wherein the third virtual object is a virtual object used to prevent the first virtual object from causing damage to the virtual object and is different from the second virtual object; in response to the state value of the virtual object being less than a fourth state value threshold, at least one second virtual object is canceled from being displayed and a fifth prompt message is displayed, wherein the fifth prompt message is used to indicate that the virtual object has been hacked and the fourth state value threshold is less than or equal to the third state value threshold.

[0167] The display parameters of the fifth prompt message include at least one of the following: shape, color, text, image, audio, and animation. That is, the embodiments of this application are not limited to the form of the fifth prompt message. For example, if the display parameter of the fifth prompt message is audio, then an audio message "The virtual object has been cracked, let's move on to the next stage" will be output to remind the player that the virtual object has been cracked.

[0168] For example, when at least one second virtual object is knocked down and the virtual object's state value is greater than the third state value threshold, it means that the virtual object has not yet been cracked, and the virtual object can be controlled to summon at least one third virtual object that is different from the second virtual object; when the virtual object's state value is less than the fourth state value threshold, it means that the virtual object has been cracked, and at least one second virtual object is no longer displayed, as shown in Figure 10. Taking the virtual object as a virtual machine level as an example, when the virtual machine level 60's health (i.e., state value) is zero, the monsters (i.e., second virtual objects) summoned by the virtual machine level 60 will also disappear. The player has cracked the virtual machine level 60, and the virtual machine level 60 is broken into multiple small pieces 607. The virtual machine level is in a cracked state.

[0169] Thus, this embodiment of the application constructs a dynamic adjustment mechanism for virtual scene interaction by summoning different third virtual objects when the second virtual object is knocked down and the state value of the virtual object exceeds a third threshold, and canceling the display of the second virtual object and prompting a solution when the state value is lower than a fourth threshold. This not only breaks the limitation of the interaction stagnation after the second virtual object is knocked down, but also uses the third virtual object to continue the obstacle intensity and enrich the interaction level. Furthermore, the cancellation of display and the solution prompt triggered by the state value threshold clearly define the interaction stage nodes and enhance the sense of goal achievement. At the same time, the design of the difference between the third virtual object and the second virtual object avoids a sense of repetition, and the threshold setting controls the interaction rhythm, deepening the interaction continuity between the first virtual object and the virtual object, and enhancing the user's motivation to participate.

[0170] In some embodiments, after step 102, at least one of the following processes is performed: controlling at least one second virtual object to attack a first virtual object, wherein the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; controlling at least one second virtual object to form a protective shield for defending against attack operations against the virtual object, wherein the state value of the virtual object is negatively correlated with the defensive capability of the protective shield; controlling at least one second virtual object to perform an auxiliary operation on the virtual object, wherein the auxiliary operation is used to increase the state value of the virtual object.

[0171] For example, if the state value of a virtual object is negatively correlated with the attack power of a second virtual object, then the smaller the state value of the virtual object, the stronger the attack power of the second virtual object. Therefore, by increasing the attack power of the second virtual object, the game difficulty can be increased, thereby dynamically controlling the overall game duration and avoiding a quick end to the game.

[0172] For example, controlling at least one second virtual object to form a protective shield against attacks targeting virtual objects. The state value of the virtual object is negatively correlated with the defensive capability of the shield. Therefore, the smaller the state value of the virtual object, the stronger the defensive capability of the shield. By increasing the defensive capability of the shield, the game difficulty can be increased, thereby dynamically controlling the overall game duration and avoiding a quick end to the game.

[0173] Thus, this embodiment of the application expands the technical functional dimension of the second virtual object by controlling the second virtual object to perform attacks, form a protective shield, or assist in increasing its state value. The state value of the virtual object is negatively correlated with the attack / defense capability of the second virtual object. This not only breaks the limitation of the second virtual object only blocking attacks, but also enriches the interactive confrontation layer with multiple types of operations. Furthermore, by setting the negative correlation between state value and capability, a dynamic balance mechanism is constructed in which "the weaker the state of the virtual object, the stronger the protection of the second virtual object." At the same time, it forces the first virtual object to formulate targeted strategies (such as prioritizing the weakening of the virtual object's state value to reduce the threat of the second virtual object), thereby improving the strategic nature of the interaction, strengthening the connection between the first virtual object and virtual scene elements, and enhancing the continuity of user participation.

[0174] In some embodiments, the summoning conditions include one of the following: the distance between the first virtual object and the virtual object is less than a distance threshold; the number of times the virtual object is attacked is greater than a third attack threshold; the duration of the attack on the virtual object is greater than a second duration threshold; the state value of the virtual object is lower than a third state value threshold; or the virtual object is attacked by an attack operation that cannot be defended against.

[0175] For example, if the summoning condition is that the distance between the first virtual object and the virtual object is less than a distance threshold, then when the distance between the first virtual object and the virtual object is less than the distance threshold, it means that the player has entered the detection range of the virtual object. In this case, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object, thereby increasing the difficulty of interacting with the first virtual object. This encourages the first virtual object to explore more ways to interact and achieve damage to the virtual object, thus promoting the interaction between the first virtual object and the virtual object and increasing user stickiness.

[0176] For example, if the summoning condition is that the number of times a virtual object is attacked exceeds a threshold for the third attack, then when the number of times a virtual object is attacked exceeds the threshold for the third attack, it means that the virtual object has been attacked. In this case, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object. This increases the difficulty of interacting with the first virtual object, thereby encouraging the first virtual object to explore more ways to interact and cause damage to the virtual object. This promotes the interaction between the first virtual object and the virtual object and increases user stickiness.

[0177] For example, if the summoning condition is that the duration of the attack on the virtual object exceeds a second duration threshold, then when the duration of the attack on the virtual object exceeds the second duration threshold, it means that the virtual object has been attacked. In this case, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object, thereby increasing the difficulty of interacting with the first virtual object. This encourages the first virtual object to explore more ways to interact and achieve damage to the virtual object, thus promoting the interaction between the first virtual object and the virtual object and increasing user stickiness.

[0178] For example, if the summoning condition is that the state value of a virtual object is lower than the third state value threshold, then when the state value of a virtual object is lower than the third state value threshold, it means that the state value of the virtual object is too low. In this case, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object, thereby increasing the difficulty of interacting with the first virtual object. This encourages the first virtual object to explore more ways to interact and achieve damage to the virtual object, thereby promoting the interaction between the first virtual object and the virtual object and increasing user stickiness.

[0179] For example, if the summoning condition is that the virtual object is attacked by an undefendable attack, then when the virtual object is attacked by an undefendable attack, it means that the virtual object has been effectively attacked. In this case, the virtual object is controlled to summon a second virtual object to prevent the first virtual object from causing damage to the virtual object. This increases the difficulty of interacting with the first virtual object, thereby stimulating the first virtual object to explore more ways to interact and achieve damage to the virtual object. This promotes the interaction between the first virtual object and the virtual object and increases user stickiness.

[0180] In some embodiments, a summoning relationship between a virtual object and at least one virtual object is displayed by display parameters, wherein the types of display parameters include at least one of the following: color, size, shape, and special effects; in response to a first attack operation by a first virtual object against a virtual object, a sixth prompt message is output, wherein the sixth prompt message is used to indicate that the virtual object has defended against the first attack operation.

[0181] The display parameters of the sixth prompt message include at least one of the following: shape, color, text, image, audio, and animation. That is, the embodiments of this application are not limited to the form of the sixth prompt message.

[0182] For example, as shown in Figure 7, the display parameter of the sixth prompt message is text. When the first virtual object performs the first attack operation against the virtual object, the word "immune" pops up in the virtual scene, indicating that the virtual object has defended against the first attack operation. The display parameter of the sixth prompt message is audio. When the first virtual object performs the first attack operation against the virtual object, the normal hit sound effect is replaced with the invalid attack sound effect, indicating that the virtual object has defended against the first attack operation.

[0183] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0184] The embodiments of this application can be applied to various virtual scenarios, such as virtual game scenarios, and can simulate the real interaction process between virtual objects. The following description uses a game as an example.

[0185] In related technologies, a buoy on a virtual machine puzzle in a virtual scene can move back and forth continuously. When the buoy moves to a glowing position, the player can control a virtual character to attack the virtual machine puzzle to complete the puzzle and thus solve it. However, it is evident that the interaction method with the virtual machine puzzle provided by these technologies is not integrated with the key abilities of the player-controlled virtual character, and the interaction method is relatively simple, resulting in a repetitive experience after multiple playthroughs.

[0186] In response, this application provides an interactive processing method for virtual scenes. In an open world, special virtual machine levels are customized in conjunction with the game's world view background, and corresponding mechanisms are designed to put pressure on players. Specifically, monsters are summoned through special virtual machine levels to attack, and these monsters are immune to normal attacks from the player-controlled virtual character, thereby increasing the pressure on players to solve the virtual machine levels. Appropriate guidance and hints are provided to assist players in exploring effective attacks against the virtual machine levels, and a certain degree of differentiation is provided for each challenge as the game progresses. A scene is provided for players to verify the ability to "copy monster skills," allowing players to experience the fun of copying monster skills and gain a sense of accomplishment in the gameplay.

[0187] The following describes the virtual scene interaction processing method provided in the embodiments of this application from the product side.

[0188] As shown in Figure 6A, this embodiment of the application provides a special virtual machine level 60. The virtual machine level 60 is inlaid with a special gem 601. The packaging of the virtual machine level 60 is inspired by the XX Box (a virtual item used to capture monsters in the game) provided by the Spirit Artifact Association (a virtual organization in the game) to capture monsters. In order to ensure the normal operation of the virtual machine level 60, the magic box provides the virtual machine level 60 with a gem 601 that is immune to normal damage. That is, the inlaid gem 601 has a white rune 602 that is immune to normal attacks. Normal attacks are used to cause normal damage. After the virtual machine level 60 devours a large number of monsters, it cannot withstand the unstable energy inside and eventually malfunctions, requiring the help of the player to quell the disaster.

[0189] As shown in Figure 6B, when the player is not within the detection range of the virtual machine level 60, the virtual machine level 60 is in a dormant state, meaning it is temporarily inactive and the gem 601 is invisible. When the player enters the detection range of the virtual machine level 60, it automatically activates, gradually unfolding until it is fully unfolded and the gem 601 is fully visible. As shown in Figure 6C, while the virtual machine level 60 is automatically activated, it also summons multiple monsters 603.

[0190] As shown in Figure 7, the player controls the virtual character 70 to attack the virtual machine level 60 using normal attacks. The virtual scene displays the "Immune" message (604) and can replace the normal hit sound effect with an "Invalid Attack" sound effect, indicating that the virtual character 70's normal attacks are ineffective against the virtual machine level 60. Therefore, under the protection of gem 601, the player will realize that normal attacks cannot damage the virtual machine level, and that eliminating monsters summoned by the virtual machine level will only cause minor damage to the virtual machine level. Furthermore, after the virtual machine level is hit, a hit animation is displayed in the virtual scene based on the attack event. If the virtual machine level is damaged again during the hit animation, the later attack event interrupts the earlier one.

[0191] After realizing that normal attacks cannot damage the virtual machine level, the player uses a first skill to inflict significant damage. This first skill includes, but is not limited to: copying and releasing skills from different monsters (i.e., object-grabbing skills), placing virtual bombs to damage the virtual machine level (i.e., object-placing skills), and using monsters summoned by a XX box to inflict significant damage (i.e., second skills). This application embodiment can limit the ways in which the player can damage the virtual machine level by configuring the level's hit type. For example, configuring the virtual machine level's hit type as the first skill allows the player to use the first skill to inflict significant damage.

[0192] The following explains the "Object Capture" skill in the first skill set. As shown in Figure 8, the player controls the virtual character 70 to perform the Object Capture skill on the monster 603. The player selects the monster 603 using the aperture 605. After performing the Object Capture skill on the monster 603, the Object Capture skill control 606 is highlighted in the virtual scene, indicating that the virtual character 70 has copied the skill of the monster 603. In response to the trigger operation of the Object Capture skill control 606, the player automatically performs the copied skill on the virtual character 70 and displays the special effects 607 of the copied skill of the monster 603.

[0193] As shown in Figure 9, all monsters 603 summoned by virtual machine level 60 in the virtual scene are destroyed. However, when virtual machine level 60 is still alive, it will summon new monsters to attack the virtual character controlled by the player.

[0194] As shown in Figure 10, when the virtual machine level 60's health reaches zero, the monsters summoned by the virtual machine level 60 will also disappear. The player has cracked the virtual machine level 60, which is broken into multiple small pieces 607. The gem 601 is also scattered, quelling the disaster and completing the gameplay.

[0195] The following describes the interactive processing method for virtual scenes provided in the embodiments of this application from a technical perspective.

[0196] As shown in Figure 11, the gameplay provided in this application embodiment combines various settings in the game (such as causing damage through the first skill), providing players with room for imagination about the game's world view background, and better applying the concept of "XX skill" to the battle. It also provides multiple ways to solve virtual level in the battle. When monsters are knocked down, they cause damage to the virtual level. At the same time, it also provides a simple and easy-to-understand guaranteed option such as "knock down all monsters", providing different gameplay experiences for different types of players.

[0197] Referring to Figure 12, which is a flowchart illustrating the interactive processing method for a virtual scene provided in an embodiment of this application, the steps shown in Figure 12 will be explained in conjunction with the steps shown in Figure 12.

[0198] Step 1: Start the game.

[0199] Here, "game" refers to the game represented by the virtual scene interaction processing method provided in the embodiments of this application.

[0200] For example, the game resets when a player leaves the game or when the player-controlled virtual character is defeated.

[0201] Step 2: Guided by a non-player character (NPC) to proceed to step 3.

[0202] For example, when players first enter the game, they are guided by NPCs to prevent them from being completely unfamiliar with the game and unable to play.

[0203] Step 3: When the virtual machine detects that a virtual character has entered the monitoring range, the virtual machine will automatically activate and proceed to step 4.

[0204] For example, when a player is not entering the game for the first time, there is no need for NPC guidance. The player can control the virtual character to explore on their own. When the virtual machine detects that the virtual character has entered the monitoring range, the virtual machine will automatically activate to start the battle.

[0205] Step 4: The virtual machine shuts down the summoning of monsters.

[0206] For example, when the virtual machine detects a virtual character entering its monitoring range, it automatically activates and summons monsters to attack. The monsters spawn at random locations within the virtual machine's monitoring range, and these locations cannot overlap. In this embodiment, the monster summoning logic is implemented using a monster generator. When the virtual machine detects a virtual character entering its monitoring range, it calls the monster generator to create a monster. This embodiment uses special effects to connect the monsters and the virtual machine, expressing the subordinate relationship between them and indicating the connection between the monsters and the virtual machine to the player.

[0207] Step 5: Defeat all summoned monsters, causing minor damage to the virtual machine, then proceed to Step 8.

[0208] For example, if all the monsters summoned in the virtual scene are defeated, it means that a small amount of damage has been caused to the virtual machine. The monsters can be summoned again. The monsters will spawn at random locations within the monitoring range of the virtual machine, and the locations cannot overlap.

[0209] Step 6: Copy the monster's skills and release them to the virtual machine, causing massive damage to the virtual machine, then proceed to Step 8.

[0210] The summoned monsters are generated by a monster generator. These monsters can have their skills copied, and the copied skills can deal damage. This skill copying is achieved by the player-controlled virtual character defeating the monster, thus copying its skill. After copying the skill, the player can unleash it at any time to shatter the virtual machine's shield, causing significant damage.

[0211] Step 7: Place virtual bombs to cause massive damage to the virtual machine, then proceed to Step 8.

[0212] Step 8: Determine if the virtual machine shutdown's health is greater than 0. If the virtual machine shutdown's health is greater than 0, proceed to step 5, step 6, or step 7; if the virtual machine shutdown's health is less than or equal to 0, proceed to step 9.

[0213] In this game, the initial health of monsters can be larger than the initial health of virtual levels, to encourage players to choose more ingenious ways to solve virtual levels, thereby stimulating their sense of accomplishment.

[0214] In addition, the embodiments of this application can also balance the damage caused to the virtual machine during the game, thereby controlling the overall duration and difficulty of the game, as shown in Table 1.

[0215] Table 1

[0216] As shown in Table 1, the more the virtual machine's health decreases, the greater the game difficulty becomes. Consequently, the damage dealt to the virtual machine by monster-killing and object-grabbing skills becomes smaller, thus dynamically controlling the overall game duration and preventing the game from ending too quickly.

[0217] In addition, as the virtual machine's health decreases, this embodiment of the application can appropriately increase the monster's attack power to increase the player's combat pressure and regulate the player's emotional changes during combat.

[0218] It should be noted that, during gameplay, this embodiment can display the virtual machine's health bar and related information, including the mechanism name and progress text. The mechanism name can support multiple languages ​​and can be displayed in a single line. The virtual machine's health bar may not have color-changing logic, but it can be visually distinguished from the boss's health bar. The progress text displays the current progress value in the middle of the health bar. The display of the virtual machine's health changes is adapted to the display of the boss's health bar. As shown in Figure 13, the computer user interface displays a health bar 1301 in the virtual scene, with progress text displayed on it. The virtual scene also displays a camera control 1302, a placement control 1303, and a vision control 1304. As shown in Figure 14, the mobile user interface displays a health bar 1401 in the virtual scene, with progress text displayed on it. The virtual scene also displays a camera control 1402, a placement control 1403, and a vision control 1404.

[0219] Step 9: End the game.

[0220] For example, when the virtual machine's health is less than or equal to 0, it means that the virtual machine level has been solved, and rewards (such as Huimu) can be unlocked.

[0221] In summary, the virtual scene interaction processing method provided in this application embodiment, combined with the virtual character's object-capturing skills, allows players to interact with the virtual machine, enabling them to experience the fun of copying monster skills and gain a sense of accomplishment in the gameplay; it provides players with more ways to crack the game and offers differentiated replay experiences based on the settings of the cracking methods themselves.

[0222] 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.

[0223] Display module 5551 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object and virtual objects;

[0224] The control module 5552 is configured to control the virtual object to summon at least one second virtual object in response to the virtual object meeting the summoning conditions. The second virtual object is used to prevent the first virtual object from causing damage to the virtual object. The virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object.

[0225] In some embodiments, the control module 5552 is further configured to, in response to a second attack operation by the first virtual object against the virtual object, reduce the state value of the virtual object based on the damage caused by the second attack operation.

[0226] In some embodiments, the virtual object's immunity to the first attack is greater than its immunity to the second attack.

[0227] In some embodiments, at least one of the following is included: when the virtual object is completely immune to the damage caused by the first attack operation, the virtual object is not immune to or is only partially immune to the damage caused by the second attack operation; when the virtual object is only partially immune to the damage caused by the first attack operation, the virtual object is not immune to the damage caused by the second attack operation.

[0228] In some embodiments, after the virtual object summons at least one second virtual object in response to the virtual object meeting the summoning conditions, the control module 5552 is further configured to display attack prompt information, wherein the attack prompt information is used to prompt at least one second attack operation.

[0229] In some embodiments, the control module 5552 is further configured to display the attack prompt information in the virtual scene in response to a display trigger operation for the attack prompt information.

[0230] In some embodiments, before displaying the attack prompt information in the virtual scene, the control module 5552 is further configured to perform one of the following processes: displaying an attack prompt trigger control in the virtual scene, and determining a trigger operation for the attack prompt trigger control as the display trigger operation; displaying a first prompt information for displaying the attack prompt information in the virtual scene, and determining a confirmation operation for the first prompt information as the display trigger operation; displaying a second prompt information in the virtual scene, and determining a confirmation operation for the second prompt information as the display trigger operation, wherein the second prompt information is used to prompt the first virtual object to jump to the interactive area of ​​the virtual scene and interact with the virtual object in the interactive area.

[0231] In some embodiments, the control module 5552 is further configured to display the attack prompt information in the virtual scene in response to meeting the display conditions of the attack prompt information; wherein the display conditions include one of the following: the first duration of the first virtual object attacking the virtual object is greater than a first duration threshold; the number of times the first virtual object attacks the virtual object through the first attack operation is greater than a first number threshold; the state value of the first virtual object is less than a first state value threshold; the distance between the first virtual object and the virtual object is less than a first distance threshold; and an instruction to display the attack prompt information is received.

[0232] In some embodiments, the instruction is obtained by performing the following processing through a first neural network model: based on the object features of the first virtual object, performing prediction processing on the virtual object to obtain a second duration required for the first virtual object to knock down the virtual object; when the second duration is greater than a second duration threshold, generating an instruction to display the attack prompt information; wherein, the first neural network model is obtained by training virtual object samples, object feature samples and instruction annotations.

[0233] In some embodiments, the second attack operation can be of multiple types; the control module 5552 is further configured to display first explanatory information for some of the second attack operations and reminder information based on the first explanatory information in the attack prompt information, wherein the reminder information is used to assist the account logging into the virtual scene in exploring other second attack operations, and the other second attack operations are second attack operations other than some of the second attack operations among the multiple second attack operations.

[0234] In some embodiments, the control module 5552 is further configured to display a third prompt message in response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation being the other second attack operation, wherein the third prompt message is used to indicate that the third attack operation is the other second attack operation.

[0235] In some embodiments, before displaying first explanatory information for a portion of the second attack operations in the attack notification information, the control module 5552 is further configured to determine a portion of the second attack operations from a plurality of the second attack operations.

[0236] In some embodiments, the control module 5552 is further configured to determine a target attack operation among a plurality of second attack operations as a subset of the second attack operations, wherein the type of the target attack operation includes at least one of the following: a second attack operation executed by the first virtual object with a difficulty greater than a difficulty threshold, a second attack operation in which the state value of the virtual object is reduced by less than a second state value threshold after being attacked, a second attack operation executed less than a second number threshold, and a second attack operation in which the first virtual object does not have permission to execute.

[0237] In some embodiments, the control module 5552 is further configured to invoke a second neural network model based on the object features of the first virtual object, perform prediction processing on multiple second attack operations, obtain the probability that the first virtual object performs each second attack operation; select the second attack operation whose probability is greater than a probability threshold, and determine the selected second attack operation as part of the second attack operations, wherein the second neural network model is trained by object feature samples, attack operation samples and attack operation annotations.

[0238] In some embodiments, the control module 5552 is further configured to display second explanatory information for each of the second attack operations in the attack prompt information, wherein the second explanatory information is used to assist the account logged into the virtual scene in controlling the first virtual object to carry out the attack operation; and in response to a triggering operation for the second explanatory information, to display preview information of the second attack operation corresponding to the triggered second explanatory information.

[0239] In some embodiments, the control module 5552 is further configured to reduce the state value of the virtual object in response to at least one of the second virtual objects being attacked, or the reduction in the state value of at least one of the second virtual objects being greater than a reduction threshold; wherein, a first reduction in the state value of the virtual object is less than a second reduction, the first reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the first attack operation, the second reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the second attack operation, and the state value of the virtual object is positively correlated with the reduction in the state value when the second virtual object is attacked.

[0240] In some embodiments, the second attack operation includes a skill copying operation and a skill release operation; the control module 5552 is further configured to display a fourth prompt message in response to the skill copying operation for at least one second virtual object, wherein the fourth prompt message is used to prompt the first virtual object that it has copied the skill of at least one second virtual object; in response to the skill release operation for the copied skill, the control module 5552 controls the first virtual object to release the skill to the virtual object, and reduces the state value of the virtual object based on the damage caused by the skill.

[0241] In some embodiments, the second attack operation includes the placement of a virtual prop; the control module 5552 is further configured to, in response to the placement of the virtual prop, reduce the state value of the virtual object based on the damage caused by the virtual prop.

[0242] In some embodiments, the second attack operation includes a summoning operation; the control module 5552 is further configured to, in response to the summoning operation, control the first virtual object to summon a non-player character, and control the non-player character to attack the second virtual object or the virtual object, and reduce the state value of the virtual object based on the damage caused by the non-player character.

[0243] In some embodiments, before the control module 5552 summons at least one second virtual object, the control module 5552 is further configured to determine the at least one second virtual object from a plurality of candidate virtual objects, wherein the at least one second virtual object is different from each other.

[0244] In some embodiments, the control module 5552 is further configured to determine the target virtual object among the plurality of candidate virtual objects as the second virtual object, wherein the type of the target virtual object includes at least one of the following: the candidate virtual object that has the highest attribute similarity to the first virtual object, the candidate virtual object that is in a different virtual faction from the first virtual object, and the candidate virtual object that is different from the historical virtual object, wherein the historical virtual object is the virtual object that was previously summoned by the virtual object.

[0245] In some embodiments, the control module 5552 is further configured to, in response to at least one second virtual object being knocked down and the state value of the virtual object being greater than a third state value threshold, control the virtual object to summon at least one third virtual object, wherein the third virtual object is a virtual object used to prevent the first virtual object from causing damage to the virtual object and is different from the second virtual object; in response to the state value of the virtual object being less than a fourth state value threshold, cancel the display of the at least one second virtual object and display a fifth prompt message, wherein the fifth prompt message is used to indicate that the virtual object has been hacked, and the fourth state value threshold is less than or equal to the third state value threshold.

[0246] In some embodiments, after the virtual object is controlled to summon at least one second virtual object, the control module 5552 is further configured to perform at least one of the following processes: controlling at least one second virtual object to attack the first virtual object, wherein the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; controlling at least one second virtual object to form a protective shield for defending against attack operations against the virtual object, wherein the state value of the virtual object is negatively correlated with the defensive capability of the protective shield; controlling at least one second virtual object to perform an auxiliary operation on the virtual object, wherein the auxiliary operation is used to increase the state value of the virtual object.

[0247] In some embodiments, the summoning conditions include one of the following: the distance between the first virtual object and the virtual object is less than a distance threshold; the number of times the virtual object is attacked is greater than a third attack threshold; the duration of the attack on the virtual object is greater than a second duration threshold; the state value of the virtual object is lower than a third state value threshold; the virtual object is attacked by an attack operation that cannot be defended against.

[0248] In some embodiments, the control module 5552 is further configured to display the summoning relationship between the virtual object and the at least one virtual object through display parameters, wherein the type of the display parameters includes at least one of the following: color, size, shape, and special effects; and to output a sixth prompt message in response to the first attack operation of the first virtual object against the virtual object, wherein the sixth prompt message is used to prompt the virtual object that it has defended against the first attack operation.

[0249] 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 program or computer-executable instructions from the computer-readable storage medium and executes the computer program or computer-executable instructions, causing the electronic device to perform the virtual scene interaction processing method described above in this application.

[0250] 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 FIG3A.

[0251] 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.

[0252] 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.

[0253] 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).

[0254] 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.

[0255] It is understood that in the embodiments of this application, data such as user information 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 the relevant laws, regulations and standards of the relevant regions.

[0256] 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 virtual scenes, applied to an electronic device, the method comprising: Displaying a virtual scene, wherein the virtual scene includes a first virtual object and virtual objects; In response to the virtual object meeting the summoning conditions, the virtual object is controlled to summon at least one second virtual object. The second virtual object is used to prevent the first virtual object from causing damage to the virtual object. The virtual object is at least partially immune to the damage caused by the first attack operation of the first virtual object.

2. The method of claim 1, wherein, The method further includes: In response to a second attack operation by the first virtual object against the virtual object, the state value of the virtual object is reduced based on the damage caused by the second attack operation.

3. The method of claim 2, wherein, The virtual object is more immune to the first attack than it is to the second attack.

4. The method of claim 3, wherein, When the virtual object is completely immune to the damage caused by the first attack operation, the virtual object is not immune or is only partially immune to the damage caused by the second attack operation. When the virtual object is partially immune to the damage caused by the first attack, the virtual object is not immune to the damage caused by the second attack.

5. The method according to any one of claims 2-4, wherein, After responding to the virtual object satisfying the summoning condition and controlling the virtual object to summon at least one second virtual object, the method further includes: Display attack notification information, wherein the attack notification information is used to notify at least one of the second attack operations.

6. The method of claim 5, wherein, The displayed attack notification information includes: In response to the operation that triggers the display of the attack notification information, the attack notification information is displayed in the virtual scene.

7. The method of claim 6, wherein, Before displaying the attack notification information in the virtual scene, the method further includes: Perform one of the following processes: An attack prompt trigger control is displayed in the virtual scene, and the trigger operation for the attack prompt trigger control is determined as the display trigger operation; In the virtual scene, a first prompt message is displayed in response to the attack prompt message, and the confirmation operation for the first prompt message is determined as the display trigger operation; A second prompt message is displayed in the virtual scene, and the confirmation operation for the second prompt message is determined as the display trigger operation. The second prompt message is used to prompt the first virtual object to jump to the interaction area of ​​the virtual scene and interact with the virtual object in the interaction area.

8. The method according to any one of claims 5-7, wherein, The displayed attack notification information includes: In response to the conditions for displaying the attack notification information being met, the attack notification information is displayed in the virtual scene; The display conditions include one of the following: The first duration of the attack by the first virtual object on the virtual object is greater than a first duration threshold. The number of times the first virtual object attacks the virtual object through the first attack operation is greater than the threshold for the first attack. The state value of the first virtual object is less than the first state value threshold; The distance between the first virtual object and the virtual object is less than a first distance threshold; An instruction to display the attack notification information was received.

9. The method according to claim 8, wherein, The instruction is obtained by performing the following processing through a first neural network model: Based on the object characteristics of the first virtual object, the virtual object is predicted to obtain the second time required for the first virtual object to knock down the virtual object. When the second duration exceeds the second duration threshold, an instruction is generated to display the attack notification information; The first neural network model is trained using virtual object samples, object feature samples, and instruction annotations.

10. The method according to any one of claims 5-9, wherein, The second attack operation can be of various types; The method further includes: The attack notification information displays first explanatory information for some of the second attack operations and reminder information based on the first explanatory information. The reminder information is used to assist the account that logs into the virtual scene in exploring other second attack operations. The other second attack operations are second attack operations other than some of the second attack operations among a variety of second attack operations.

11. The method of claim 10, wherein, The method further includes: In response to the first virtual object performing a third attack operation on the virtual object, and the third attack operation being the other second attack operation, a third prompt message is displayed, wherein the third prompt message is used to indicate that the third attack operation is the other second attack operation.

12. The method of any one of claims 10-11, wherein, Before displaying first explanatory information regarding certain second attack operations and reminder information based on the first explanatory information in the attack notification information, the method further includes: From a variety of second attack operations, some of the second attack operations are identified.

13. The method of claim 12, wherein, The step of identifying a subset of the second attack operations from a variety of second attack operations includes: Among the various second attack operations, the target attack operation is determined as a part of the second attack operations, wherein the type of the target attack operation includes at least one of the following: the second attack operation executed by the first virtual object with a difficulty greater than a difficulty threshold, the second attack operation in which the state value of the virtual object is reduced by less than a second state value threshold after being attacked, the second attack operation executed less than a second number threshold, and the second attack operation in which the first virtual object does not have permission to execute.

14. The method of any one of claims 12-13, wherein, The step of identifying a subset of the second attack operations from a variety of second attack operations includes: Based on the object features of the first virtual object, the second neural network model is invoked to predict various second attack operations and obtain the probability that the first virtual object will execute each second attack operation. Select a second attack operation whose probability is greater than the probability threshold, and determine the selected second attack operation as part of the second attack operation, wherein the second neural network model is trained by object feature samples, attack operation samples and attack operation annotations.

15. The method of any one of claims 5-14, wherein, The method further includes: The attack notification information displays a second explanatory message for each of the second attack operations, wherein the second explanatory message is used to assist the account logged into the virtual scene in controlling the first virtual object to carry out the attack operation; In response to a triggering operation for the second explanatory information, a preview of the second attack operation corresponding to the triggered second explanatory information is displayed.

16. The method of any one of claims 5-15, wherein, The method further includes: In response to at least one of the second virtual objects being attacked, or the decrease in the state value of at least one of the second virtual objects being greater than a decrease threshold, the state value of the virtual object is reduced; Wherein, the first reduction in the state value of the virtual object is less than the second reduction. The first reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the first attack operation, and the second reduction is the reduction in the state value of the virtual object when the second virtual object is attacked by the second attack operation. The state value of the virtual object is positively correlated with the reduction in the state value when the second virtual object is attacked.

17. The method according to any one of claims 5-16, wherein, The second attack operation includes skill copying and skill release. The response to the second attack operation by the first virtual object against the virtual object, based on the damage caused by the second attack operation, reduces the state value of the virtual object, including: In response to the skill copying operation for at least one of the second virtual objects, a fourth prompt message is displayed, wherein the fourth prompt message is used to indicate that the first virtual object has copied the skill of at least one of the second virtual objects; In response to the skill release operation for the copied skill, the first virtual object is controlled to release the skill to the virtual object, and the state value of the virtual object is reduced based on the damage caused by the skill.

18. The method according to any one of claims 5-17, wherein, The second attack operation includes the placement of virtual items; The response to the second attack operation by the first virtual object against the virtual object, based on the damage caused by the second attack operation, reduces the state value of the virtual object, including: In response to the placement operation of the virtual prop, the state value of the virtual object is reduced based on the damage caused by the virtual prop.

19. The method according to any one of claims 5-18, wherein, The second attack operation includes a summoning operation; The response to the second attack operation by the first virtual object against the virtual object, based on the damage caused by the second attack operation, reduces the state value of the virtual object, including: In response to the summoning operation, the first virtual object is controlled to summon a non-player character, and the non-player character is controlled to attack the second virtual object or the virtual object. Based on the damage caused by the non-player character, the state value of the virtual object is reduced.

20. The method of any one of claims 1-19, wherein, Before controlling the virtual object to summon at least one second virtual object, the method further includes: The at least one second virtual object is determined from a plurality of candidate virtual objects, wherein the at least one second virtual object is distinct from each other.

21. The method of claim 20, wherein, Determining the at least one second virtual object from a plurality of candidate virtual objects includes: The target virtual object among the plurality of candidate virtual objects is determined as the second virtual object, wherein the type of the target virtual object includes at least one of the following: the candidate virtual object with the highest attribute similarity to the first virtual object, the candidate virtual object in a different virtual faction from the first virtual object, and the candidate virtual object that is different from the historical virtual object, wherein the historical virtual object is the virtual object that was previously summoned by the virtual object.

22. The method of any one of claims 1-21, wherein, The method further includes: In response to at least one of the second virtual objects being knocked down and the state value of the virtual object being greater than a third state value threshold, the virtual object is controlled to summon at least one third virtual object, wherein the third virtual object is a virtual object that is different from the second virtual object and is used to prevent the first virtual object from causing damage to the virtual object; In response to the virtual object's state value being less than a fourth state value threshold, the display of the at least one second virtual object is canceled, and a fifth prompt message is displayed, wherein the fifth prompt message is used to indicate that the virtual object has been hacked, and the fourth state value threshold is less than or equal to the third state value threshold.

23. The method of any one of claims 1-22, wherein, After the virtual object is controlled to summon at least one second virtual object, the method further includes: Perform at least one of the following processes: Control at least one second virtual object to attack the first virtual object, wherein the state value of the virtual object is negatively correlated with the attack capability of the second virtual object; Control at least one of the second virtual objects to form a protective shield for defending against attacks against the virtual objects, wherein the state value of the virtual objects is negatively correlated with the defensive capability of the protective shield; Control at least one of the second virtual objects to perform auxiliary operations on the virtual object, the auxiliary operations being used to increase the state value of the virtual object.

24. The method according to any one of claims 1-23, wherein, The summoning conditions include one of the following: The distance between the first virtual object and the virtual object is less than a distance threshold; The number of times the virtual object was attacked exceeded the threshold for the third attack. The duration of the attack on the virtual object exceeds the second duration threshold; The state value of the virtual object is lower than the third state value threshold; The virtual object was attacked by an attack that could not be defended against.

25. The method of any one of claims 1-24, wherein, The method further includes: The summoning relationship between the virtual object and the at least one virtual object is displayed by display parameters, wherein the types of the display parameters include at least one of the following: color, size, shape, and special effects; In response to the first attack operation by the first virtual object against the virtual object, a sixth prompt message is output, wherein the sixth prompt message is used to indicate that the virtual object has defended against the first attack operation.

26. An interactive processing device for a virtual scene, the device comprising: The display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object and virtual objects; The control module is configured to, in response to the virtual object meeting the summoning conditions, control the virtual object to summon at least one second virtual object, the second virtual object being used to prevent the first virtual object from causing damage to the virtual object, and the virtual object being at least partially immune to the damage caused by the first attack operation of the first virtual object.

27. An electronic device, the electronic device comprising: Memory is used to store computer programs or computer-executable instructions. A processor, when executing a computer program or computer-executable instructions stored in the memory, implements the interactive processing method of the virtual scene as described in any one of claims 1 to 25.

28. A computer-readable storage medium storing a computer program or computer-executable instructions, wherein the computer program or computer-executable instructions, when executed by a processor, implement the interactive processing method of the virtual scene according to any one of claims 1 to 25.

29. A computer program product comprising a computer program or computer-executable instructions, wherein the computer program or computer-executable instructions, when executed by a processor, implement the interactive processing method of the virtual scene according to any one of claims 1 to 25.

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