Interactive team-up method and apparatus, device, storage medium, and product

By displaying candidate accounts in a hash-based arrangement and highlighting the accounts the user wishes to match in the interactive matchmaking interface of multiplayer games, the problem of limited team formation methods is solved, resulting in an efficient team formation experience and interactive matchmaking.

WO2026124038A1PCT designated stage Publication Date: 2026-06-18TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-11-03
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Existing multiplayer competitive games have a single team formation method, resulting in low player interaction efficiency, wasted computing resources, and frequent joining/leaving of teams, which increases the complexity of team formation.

Method used

The interactive matching interface displays candidate account elements in a hash-based arrangement, and highlights accounts that send matching interaction signals to the current account. The visual prominence is dynamically adjusted based on signal strength, historical interaction data, and account attributes to achieve two-way selection between accounts.

🎯Benefits of technology

It improves team formation efficiency, reduces the waste of computing resources, enhances the interactive experience and team formation willingness among players, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

An interactive team-up method and apparatus, a device, a storage medium, and a product. The method comprises: displaying an interactive matching interface (210); when a first account among at least two candidate accounts sends a matching interaction signal to a current account, displaying a first account element corresponding to the first account with a highlighting effect (220); receiving a matching interaction operation directed to the first account element (230); and in response to the matching interaction operation, displaying a team-up result between the current account and the first account (240).
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Description

Interactive team formation methods, devices, equipment, storage media and products

[0001] This application claims priority to Chinese Patent Application No. 202411814942.3, filed on December 10, 2024, entitled “Interactive Team Formation Method, Apparatus, Device, Storage Medium and Product”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction, and in particular to an interactive team-up method, apparatus, device, storage medium, and product. Background Technology

[0003] Multiplayer competitive games typically offer a matchmaking system where players can choose to join a suitable team based on their preferences and needs, thus enhancing the game's social interaction.

[0004] In related technologies, games typically provide a list-style recruitment system that displays multiple teams and their vacant positions in a tiled layout, allowing players to quickly join or create a team.

[0005] However, the aforementioned methods offer only one way to form teams, limiting player interaction and team formation efficiency, resulting in low human-computer interaction efficiency. Furthermore, these methods involve repetitive operations where players, after joining a team, must leave and rejoin due to disagreements from other players, increasing the complexity of team formation. The frequent joining / leaving of teams further wastes computational resources during the team formation process. Summary of the Invention

[0006] This application provides an interactive team-up method, apparatus, device, storage medium, and product that can improve team-up efficiency. The technical solution is as follows.

[0007] On the one hand, an interactive team-up method is provided, executed by a computer device, the method comprising:

[0008] The interactive matchmaking interface is displayed. The interactive matchmaking interface includes candidate account elements and interface background corresponding to at least two candidate accounts. The candidate account elements are displayed on the interface background in a hash arrangement. The at least two candidate accounts are accounts to be matched into a virtual game.

[0009] If, among the at least two candidate accounts, a first account sends a matching interaction signal to the current account, the first account element corresponding to the first account is displayed with a highlighting effect, where the current account refers to the account logged in on the computer device;

[0010] Receive matching interaction operations for the first account element;

[0011] In response to the matching interaction operation, the team-up result between the current account and the first account is displayed.

[0012] On the other hand, an interactive team-up device is provided, the device comprising:

[0013] The display module is used to display the interactive matchmaking interface, which includes candidate account elements corresponding to at least two candidate accounts and an interface background. The candidate account elements are displayed on the interface background in a hash arrangement. The at least two candidate accounts are accounts to be matched into a virtual game.

[0014] The display module is also used to highlight the first account element corresponding to the first account when a first account sends a matching interaction signal to the current account among the at least two candidate accounts. The current account refers to the account logged in on the computer device.

[0015] The receiving module is used to receive matching interaction operations for the first account element;

[0016] The display module is also configured to display the team-up result between the current account and the first account in response to the matching interaction operation.

[0017] In some embodiments, the display module is further configured to display the first account element with a highlighting effect corresponding to the signal strength of the matching interaction signal, wherein the visual salience of the highlighting effect is positively correlated with the signal strength;

[0018] The signal strength is related to at least one of the following factors:

[0019] The number of times the first account sends the matching interaction signal;

[0020] The duration for which the first account sends the matching interaction signal;

[0021] The timing at which the first account sends the matching interaction signal.

[0022] In some embodiments, the display module is further configured to:

[0023] If the number of times the first account sends the matching interaction signal reaches the first number range, the element of the first account is displayed with a first highlight effect;

[0024] If the number of times the first account sends the matching interaction signal reaches the second number range, the first account element is displayed with a second highlighting effect;

[0025] Wherein, the upper limit of the number of times corresponding to the first number range is less than or equal to the lower limit of the number of times corresponding to the second number range, and the visual salience of the second emphasizing effect is higher than that of the first emphasizing effect.

[0026] In some embodiments, the display module is further configured to:

[0027] Based on the duration of the matching interaction signal sent by the first account, the elements of the first account are dynamically displayed with the highlighted effect, and the visual salience of the highlighted effect is positively correlated with the duration; or...

[0028] Based on the sending time of the matching interaction signal sent by the first account, the element of the first account is dynamically displayed with the highlighting effect, and the visual prominence of the highlighting effect is negatively correlated with the time elapsed between the sending time and the current time.

[0029] In some embodiments, the display module is further configured to:

[0030] If, among the at least two candidate accounts, a second account and a third account simultaneously send the matching interaction signal to the current account, based on the historical interaction data corresponding to the second account and the third account, the second account element corresponding to the second account is displayed with a second highlighting effect, and the third account element corresponding to the third account is displayed with a third highlighting effect;

[0031] The historical interaction data is used to indicate that when the number of historical interactions of the second account is greater than the number of historical interactions of the third account, the visual salience of the second highlighting effect is lower than that of the third highlighting effect; the number of historical interactions refers to the number of times the matching interaction signal was sent to other accounts within a historical time period.

[0032] In some embodiments, the display module is further configured to:

[0033] The first account element is displayed with the highlighted effect based on the account attributes of the first account, and the effect type of the highlighted effect corresponds to the account attributes.

[0034] In some embodiments, the display module is further configured to:

[0035] When the account attribute of the first account corresponds to the first account attribute, the first account element is displayed with a highlight effect of the first effect type. The highlight effect of the first effect type includes displaying a highlight element of the first color at the boundary position of the first account element and displaying a first decorative element on the first account element.

[0036] When the account attribute of the first account corresponds to the second account attribute, the first account element is displayed with a highlight effect of the second effect type. The highlight effect of the second effect type includes displaying a highlight element of the second color at the boundary position of the first account element and displaying a second decorative element on the first account element.

[0037] Among them, the highlight element of the first color and the first decorative element have a corresponding relationship with the first account attribute, and the highlight element of the second color and the second decorative element have a corresponding relationship with the second account attribute.

[0038] In some embodiments, the display module is further configured to:

[0039] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the visible area is automatically moved to include the first account element displayed with the highlighted effect; or...

[0040] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, a guide icon is displayed in the visible area. The guide icon is used to guide the direction of the first account element relative to the visible area; or...

[0041] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the first account element is displayed to automatically move to the focus position of the visible area with the highlighting effect.

[0042] In some embodiments, the at least two candidate accounts further include a fourth account, which is a candidate account that has not sent the matching interaction signal to the current account, and the fourth account corresponds to a fourth account element;

[0043] The display module is also used for:

[0044] In response to receiving a trigger operation for the fourth account element, the account information and interactive controls of the fourth account are displayed, and the interactive controls are used to send the matching interactive signal to the fourth account.

[0045] In some embodiments, the display module is further configured to display candidate account elements corresponding to the at least two candidate accounts scattered in the interactive matching interface according to the matching distribution position, wherein the matching distribution position is used to indicate that the candidate accounts are displayed in corresponding positions according to the matching scores corresponding to the at least two candidate accounts, and the matching score is used to indicate the matching degree between the candidate accounts and the current account;

[0046] The positional salience of the candidate account is positively correlated with the matching score, where positional salience refers to the distance between the display position of the candidate account and the focus display position.

[0047] In some embodiments, the at least two candidate accounts match the current account, and the matching relationship includes at least one of the following:

[0048] The account levels corresponding to the at least two candidate accounts are within the same preset level range as the account level of the current account;

[0049] The account attributes corresponding to at least two candidate accounts are the same as the account attributes of the current account;

[0050] The proportion of the account attributes corresponding to at least two candidate accounts belonging to preset attribute types reaches a preset proportion threshold.

[0051] The at least two candidate accounts are in the same region as the current account.

[0052] In some embodiments, the highlighted effect includes at least one of the following:

[0053] Enlarge the display of the first account element;

[0054] The first account element is displayed with a highlighted effect;

[0055] The first account element and the account details identifier are displayed together, and the account details identifier is used to indicate the account information of the first account;

[0056] The first account element and the preset decorative element are displayed together;

[0057] The first account element flashes while the terminal vibrates.

[0058] Play the interactive animation effect between the current account element and the first account element corresponding to the current account;

[0059] Play the game animation effects corresponding to the first account, which include video clips from virtual games in which the first account participated during the historical time period.

[0060] In some embodiments, the interactive matching interface is used to provide an interactive team mode for real-time interactive matching, and the at least two candidate accounts are accounts that are to be matched into the virtual game after the interactive team mode is triggered.

[0061] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the interactive team-up method as described in any of the embodiments of this application above.

[0062] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the interactive team-up method as described in any of the embodiments of this application above.

[0063] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the interactive team-up methods described in the above embodiments.

[0064] The beneficial effects of the technical solutions provided in this application include at least the following:

[0065] By highlighting account elements that send matching interaction signals to the current account in the interactive matching interface, the real-time matching willingness of other accounts to the current account can be intuitively reflected. Then, by receiving matching interaction operations on the highlighted account elements, team formation can be completed, realizing a team formation method based on dynamic and scenario-based interactive experience. It can explicitly realize two-way selection between accounts, which can not only meet the social needs based on real-time interactive matching, but also increase the matching willingness between team-forming accounts, improve the efficiency of team formation based on interactive matching, and improve the efficiency of human-computer interaction.

[0066] In addition, by highlighting account elements with matching intentions in the interactive matching interface, the matching intention of the first account to the current account is expressed in a one-way manner. If the current account interacts with the first account, a two-way matching intention is built on the basis of the one-way matching intention. The two-way intention is built from the matching process and teams are formed on the basis of the establishment of the two-way intention. This avoids the cumbersome operation of having to exit and re-form a team after entering a team, improves the utilization rate of computing resources in the matching and team formation process, and reduces the situation of performing invalid calculations through computing resources. Attached Figure Description

[0067] Figure 1 is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0068] Figure 2 is a flowchart of an exemplary embodiment of the interactive team-up method provided in this application;

[0069] Figure 3 is a schematic diagram of a team-building process based on interactive matching provided in an exemplary embodiment of this application;

[0070] Figure 4 is a flowchart of a method for highlighting account elements provided in an exemplary embodiment of this application;

[0071] Figure 5 is a schematic diagram of the phased highlighting effect based on the number of signal transmissions provided in an exemplary embodiment of this application;

[0072] Figure 6 is a schematic diagram illustrating the salient effect based on account attributes provided in an exemplary embodiment of this application;

[0073] Figure 7 is a schematic diagram of the interaction effect of account elements provided in an exemplary embodiment of this application;

[0074] Figure 8 is a schematic diagram of matching interaction signal transmission provided in an exemplary embodiment of this application;

[0075] Figure 9 is a flowchart of an interactive matching interface display method provided in an exemplary embodiment of this application;

[0076] Figure 10 is a schematic diagram of the interface display process provided in an exemplary embodiment of this application;

[0077] Figure 11 is a schematic diagram of an interactive matching room allocation process provided in an exemplary embodiment of this application;

[0078] Figure 12 is a schematic diagram of virtual matching room allocation provided in an exemplary embodiment of this application;

[0079] Figure 13 is a schematic diagram of a room allocation algorithm based on account density provided in an exemplary embodiment of this application;

[0080] Figure 14 is a schematic diagram of the process of dynamically allocating virtual matching rooms based on the number of online accounts provided in an exemplary embodiment of this application;

[0081] Figure 15 is a schematic diagram of an automatic scaling algorithm based on online accounts during peak and off-peak hours provided in an exemplary embodiment of this application;

[0082] Figure 16 is a structural block diagram of an interactive team-up device provided in an exemplary embodiment of this application;

[0083] Figure 17 is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0084] In multiplayer competitive games, the matchmaking system is a core component of the player experience. Through the matchmaking system, players can choose to join suitable teams based on their preferences and needs, enhancing the game's social interactivity. The interactive team-up method provided in this application, by highlighting account elements that send matchmaking interaction signals to the current account in the interactive matchmaking interface, can intuitively reflect the real-time matchmaking intentions of other accounts for the current account.

[0085] First, the computer system of this application will be described. Please refer to Figure 1, which shows a schematic diagram of a computer system provided in an exemplary embodiment of this application. The computer system includes a terminal 10 and a server 20, which are connected via a network.

[0086] Terminal 10 has a first application installed and running. The first application can be any application that allows users to complete team matching and enter virtual matches through real-time interaction, such as a multiplayer online battle arena (MOBA) game, a virtual reality application, a 3D map application, a strategy game, a third-person shooter (TPS) game, a first-person shooter (FPS) game, a massively multiplayer online role-playing game (MMORPG), a multiplayer survival arena game, or an open-world game. This application embodiment does not limit this.

[0087] Server 20 is used to provide background services for the first application, including but not limited to providing virtual scene model data, screen rendering and other background services. In this embodiment of the application, the server 20 is used to provide interactive team mode function for the first application as an example for illustration.

[0088] In terminal 10, for the current account of the first application, when the current account triggers entry into the interactive matching interface, the server 20 assigns at least two candidate accounts in the interactive matching interface to the current account (that is, assigns the current account to enter a virtual room including at least two candidate accounts). Based on the interactive matching interface, the current account can team up with other accounts through the interactive team mode of real-time interactive matching.

[0089] Indicatively, in response to the current account of the first application triggering the interactive team mode, terminal 10 sends a first mode request to server 20. The first mode request is used to request the allocation of at least two candidate accounts. Based on the first mode request, server 20 allocates the current account to a first virtual room. The first virtual room includes at least two candidate accounts that have triggered the interactive team mode and are waiting to be matched into a virtual game.

[0090] Terminal 10 uses the assigned first virtual room to display an interactive matching interface. The interactive matching interface includes candidate account elements corresponding to at least two candidate accounts and an interface background. The candidate account elements are displayed on the interface background in a hashed arrangement. The interactive matching interface is used to provide an interactive team mode for real-time interactive matching. The at least two candidate accounts are accounts that are to be matched into a virtual game after the interactive team mode is triggered. If the first account among the at least two candidates sends a matching interaction signal to the current account through the interactive team mode, the first account element corresponding to the first account is displayed with a prominent effect. The terminal 10 receives a matching interaction operation for the first account element. In response to the matching interaction operation, the terminal 10 displays the team result between the current account and the first account, which is used to indicate that the current account and the first account participate in the virtual game in the form of a team.

[0091] It is worth noting that the above-described interaction methods are merely illustrative examples, and the embodiments of this application do not limit them.

[0092] The aforementioned terminal is optional and can be a desktop computer, laptop computer, mobile phone, tablet computer, e-book reader, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, smart TV, smart vehicle, and other terminal devices. This application embodiment does not limit the specific terminal device to these.

[0093] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant regions. For example, the operational data and account information involved in this application were obtained with full authorization.

[0094] To further clarify, this application may display a prompt interface, pop-up window, or output voice prompts before and during the collection of user-related data (e.g., account information, historical operation data, and real-time operation data involved in this application). These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their relevant data is being collected. This ensures that the application only begins the steps for collecting user-related data after receiving confirmation from the user regarding the prompt interface or pop-up window; otherwise (i.e., without receiving confirmation from the user), the steps for collecting user-related data end, meaning no user-related data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant regions.

[0095] Schematic illustration, please refer to Figure 2, which shows a flowchart of an interactive team-up method provided in an exemplary embodiment of this application, the method being executed by a computer device. This method can be executed by a terminal, by a server, or by both a terminal and a server simultaneously. This embodiment of the application illustrates the method being executed by a terminal as an example. As shown in Figure 2, the method includes the following steps:

[0096] Step 210: Display the interactive matching interface.

[0097] The interactive matchmaking interface includes candidate account elements and interface backgrounds corresponding to at least two candidate accounts. The candidate account elements are displayed on the interface background in a hashed arrangement. The interactive matchmaking interface is used to provide an interactive team mode for real-time interactive matchmaking. The at least two candidate accounts are accounts that will be matched into a virtual game after the interactive team mode is triggered.

[0098] Real-time interactive matching refers to the instant response of interaction events between accounts in the interactive matching interface. When an account enters the interactive matching interface, if the interactive matching interface is still displayed, it means that the current account has requested real-time matchmaking, and the account elements of the current account are displayed in the interactive matching interfaces of other accounts. When the account exits the interactive matching interface, it means that the current account has exited real-time matchmaking, and the account elements of the current account are removed from the interactive matching interfaces of other accounts.

[0099] The interactive matchmaking interface is an interface provided in the first application. The first application can be any application that supports users to complete team matchmaking through real-time interaction, establish associations in the form of teams, or enter virtual games in teams, such as MOBA games, virtual reality applications, strategy games, TPS games, FPS games, MMORPG games, and social applications. This application embodiment does not limit this.

[0100] Taking the interactive matchmaking interface provided by a social application as an example, the interactive matchmaking interface includes account elements corresponding to at least two candidate social accounts in the social application. These at least two candidate accounts are accounts awaiting matchmaking into a virtual game. Optionally, these at least two candidate accounts are accounts awaiting matchmaking into a virtual game or group after triggering the interactive team mode. For example, in a social scenario based on interactive matchmaking, at least two candidate social accounts and the current account can complete team matchmaking through real-time interaction, establishing social connections between at least two accounts in the team, such as establishing a friend relationship or creating a group relationship including at least two accounts in the team. Similarly, in a game scenario based on interactive matchmaking, at least two candidate social accounts and the current account can complete team matchmaking through real-time interaction, entering a virtual game in the social application as a team, or a virtual game in a game program that has an account association with the social application. Here, a game program that has an account association with the social application refers to a game program logged in through an authorized social account logged into the social application.

[0101] The current account refers to the account logged in on the computer device. Optionally, the current account is the account currently logged in to the first application.

[0102] The interactive matching interface can be the homepage displayed after the current account logs into the first application, or it can be the interface displayed at any time during the operation of the first application, or it can be the interface displayed when the interactive team mode is triggered during the operation of the first application. This application embodiment does not limit this.

[0103] Indicatively, in response to the current account triggering the interactive team-up mode in the first application, the interactive matchmaking interface is displayed.

[0104] The interactive matchmaking interface is the interface corresponding to the interactive team room assigned to the current account by the backend server of the first application. The interactive matchmaking interface includes at least two candidate accounts, and the interactive team room includes at least two candidate accounts and the current account. Accounts in the same interactive team room can form a team through real-time interactive matchmaking and enter the virtual game in a team form.

[0105] Real-time interactive matching refers to accounts in the same interactive team-up room matching into teams through real-time interaction. This means that an account in the interactive team-up room needs to initiate an interaction with another account in the same room in real time, and the account receiving the interaction sends a response to the account that initiated the interaction in the interactive team-up room to complete the team-up.

[0106] Interactive team-up mode refers to a mode in which teams are formed through real-time interactive matching, that is, a mode in which teams are formed based on an interactive matching interface.

[0107] The interface background is the background element rendered when the first application displays the interactive matching interface. The interface background can be preset by the first application or configured by the current account; the interface background can be a static background image, or it can be dynamic video content or dynamic wallpaper, etc.

[0108] When the display area of ​​the interface background is larger than the visible area of ​​the interactive matching interface, you can adjust the interface background and candidate account elements displayed in the visible area by sliding the interface background.

[0109] Optionally, the interface background can be automatically displayed in a specified direction, or it can be displayed according to the user's sliding operation. This application embodiment does not limit this.

[0110] The specified direction can be preset by the first application for the interactive team mode, or it can be preset by the user, or it can be automatically determined by the first application based on the user's line of sight, or it can be automatically determined by the first application based on the weight of the candidate account elements in the interface background.

[0111] Taking the automatic determination based on the weight of candidate account elements in the interface background as an example, the weight is related to the number of candidate account elements scattered in a specified direction in the interface background. For example, the first number of candidate account elements are scattered in the right direction of the visible area, and the second number of candidate account elements are scattered in the top of the visible area. The first number is greater than the second number, so the right direction of the interface background relative to the visible area is automatically determined as the specified direction.

[0112] It is worth noting that the above-mentioned methods for determining weights and the sliding display method of the interface background are merely illustrative examples, and the embodiments of this application do not limit them.

[0113] At least two candidate accounts are displayed on the interface background in a hashed arrangement. The hashed arrangement can be randomly distributed or distributed according to a preset distribution position. This application embodiment does not limit this.

[0114] A hash-based layout refers to the regular or irregular distribution of candidate account elements on the interface background. Unlike a list-style layout, the arrangement of candidate account elements is radial, and the distance and relative direction between at least two candidate account elements can be different. In some embodiments, candidate account elements are arranged outwards from the center of the interface background. Alternatively, candidate account elements are randomly arranged on the interface background.

[0115] In some embodiments, at least two candidate accounts are matched with the current account, and the matching relationship is used to indicate that at least two candidate accounts are in the same interactive team room as the current account.

[0116] Optionally, the matching relationship includes, but is not limited to, at least one of the following:

[0117] 1. At least two candidate accounts have account levels that are within the same preset level range as the current account; 2. At least two candidate accounts have account attributes that are the same as the current account; 3. The proportion of account attributes belonging to preset attribute types for at least two candidate accounts reaches a preset proportion threshold; 4. At least one of the following: the at least two candidate accounts are within the same area range as the current account.

[0118] The matching relationship can be determined automatically by the backend server or it can be based on the current account configuration. This application embodiment does not limit this.

[0119] For example, if the matching relationship includes at least two candidate accounts whose account levels are within the same preset level range as the current account, and the current account's account level is within the first level range, in response to the current account triggering the interactive team mode, the interactive matching interface is displayed based on the first level range in which the current account is located. The interactive matching interface includes account elements corresponding to at least two candidate accounts, and the account levels of at least two candidate accounts are within the first level range.

[0120] Account attributes are personalized attribute information configured for an account, and account attributes can only be obtained with full authorization from the account.

[0121] Optionally, account attributes include, but are not limited to, at least one configurable attribute for an account, such as account level, account experience points, virtual items acquired by the account, types of virtual objects used by the account, the region where the account is located, age attribute, and hobby attribute.

[0122] In some embodiments, before the account triggers the interactive team mode, the user is prompted to authorize the first application to obtain account attributes such as account level, account experience points, virtual items acquired by the account, types of virtual objects used by the account, the area range of the account, age attribute, and hobby attribute for participation in real-time interactive matching. With the user's authorization, the account attributes are obtained to participate in real-time interactive matching.

[0123] As an example, before the account triggers the interactive team-up mode, an authorization prompt message is displayed. This authorization prompt message is used to remind the user that the first application needs to obtain account attributes to participate in real-time interactive matching. For example, the user is informed that the first application needs to obtain attribute A to allocate at least two candidate accounts that match the user based on the matching dimension of attribute A. If the user authorizes the first application to obtain account attributes based on the authorization prompt message, the account attributes are obtained to participate in real-time interactive matching.

[0124] Taking the example that the matching relationship includes at least two candidate accounts whose account attributes are the same as the current account's account attributes, if the current account's account attributes belong to the first account type, the interactive team mode is triggered in response to the current account, and the interactive matching interface is displayed based on the first account type to which the current account belongs. The interactive matching interface includes account elements corresponding to at least two candidate accounts, and the account attributes of at least two candidate accounts belong to the first account type.

[0125] Taking the example that the proportion of account data corresponding to at least two candidate accounts belonging to a preset attribute type in the matching relationship reaches a preset proportion threshold, in some embodiments, the preset proportion threshold includes a preset proportion range, such as 45%-55%, which indicates that the matching relationship is used to control the balance of the proportion of account attributes belonging to different attribute categories for at least two accounts in the same interactive matching room. Taking account attributes including account type as an example, when the account attribute of the current account belongs to the first account type, in response to the current account triggering the interactive team mode, the interactive matching interface is displayed based on the first account type to which the current account belongs. The interactive matching interface includes account elements corresponding to at least two candidate accounts, and the proportion of the first account belonging to the first account type and the proportion of the second account belonging to the second account type among the at least two candidate accounts are similar, such as: the difference between the proportion of the first account and the proportion of the second account is less than 10%.

[0126] Taking a matching relationship where at least two candidate accounts are located within the same region as the current account as an example. If the regions of at least two candidate accounts and the current account are within the same preset region, and the current account is within the first region, in response to the current account triggering the interactive team-up mode, an interactive matching interface is displayed based on the first region where the current account is located. This interface includes account elements corresponding to at least two candidate accounts, and these at least two candidate accounts are within the first region. Here, the aforementioned region refers to a geographical region in the physical environment, or a virtual region in a virtual scene, or the server region to which the account belongs.

[0127] The account elements in the interactive matching interface are used to uniquely identify the account. Optionally, the account elements can be any identifying elements that can uniquely identify the account, such as the account avatar or account name. This application embodiment does not limit this.

[0128] Step 220: If, among at least two candidate accounts, the first account sends a matching interaction signal to the current account through the interactive team mode, the first account element corresponding to the first account is displayed with a highlighting effect.

[0129] The matching interaction signal is the signal that the first account requests to establish a relationship with the current account.

[0130] Establishing relationships includes, but is not limited to, establishing friend relationships, building social groups, forming teams for virtual games, creating meeting groups, etc. This application embodiment takes forming teams to enter virtual games as an example.

[0131] For application scenarios involving teaming up to enter virtual matches, matching interaction signals are used to indicate the willingness of the first account to team up with the current account to enter virtual matches.

[0132] Optionally, the matching interaction signal can be a one-way signal sent by the first account to the current account through interactive operations in the interactive matching interface, or it can be a two-way signal automatically sent by the first application to the current account and the first account in the interactive team mode based on the matching degree between the first account and the current account, provided that the first account and the current account are authorized. This application embodiment does not limit this.

[0133] The highlight effect is used to increase the visual prominence of the first account element in the interactive matching interface, so that the first account element displayed with the highlight effect has a higher visual prominence than other candidate accounts in the interactive matching interface.

[0134] Visual salience includes display size, display brightness, color vibrancy, and the degree of visual difference from other interface content besides the primary account element.

[0135] Taking visual salience, including color vibrancy, as an example, when the content of the interactive matching interface is displayed with the first color saturation, the first account element is displayed with the highlighting effect corresponding to the second color saturation. The first color saturation is lower than the second color saturation, and visual salience is positively correlated with color saturation.

[0136] Taking visual salience, including visual difference, as an example, different color tones can be used to enhance visual difference. For instance, if the content of the interactive matching interface is displayed in cool colors, the first account element can be highlighted with warm colors. The color difference between cool and warm colors is used to indicate the degree of visual difference between the first account element and other interface content. Visual salience is positively correlated with visual difference.

[0137] The visual difference can also be enhanced by displaying different states. For example, when the content of the interactive matching interface is displayed in a static form, the first account element can be displayed in a dynamic form with a corresponding highlighting effect. The visual prominence of the first account element is highlighted by the difference between static and dynamic visuals.

[0138] The highlighted effects include, but are not limited to, enlarging the display of the first account element, displaying the first account element with a highlight effect, displaying the first account element and the account details icon together (the account details icon is used to indicate the account information of the first account), displaying the first account element and preset decorative elements together, flashing the first account element with a terminal vibration effect, displaying the animation effect of the first account's account details icon displayed in the center of the interactive matching interface, playing an animation effect that corresponds to the first account element, playing the interactive animation effect between the current account element and the first account element, and playing the game animation effect corresponding to the first account. The game animation effect includes video clips of virtual games that the first account participated in during the historical time period.

[0139] Taking the highlighting effect, including enlarging the display area of ​​the first account element, as an example, the display area of ​​the first account element is enlarged, increasing the proportion of the screen occupied by the first account element in the interactive matching interface. By enlarging the display of the first account element, the probability of the current account paying attention to the first account element can be increased, and the probability of the current account teaming up with the first account can be increased, thereby improving the teaming efficiency based on interactive matching.

[0140] Taking the highlighting effect, including highlighting the first account element, as an example, a glowing element can be displayed on the first account element to achieve the highlighting effect. This glowing element can be superimposed on a specified area of ​​the interactive matching interface, such as setting a glowing element at the top of the interface facing the first account element to achieve a spotlight effect; it can also be superimposed on the first account element, such as superimposing the glowing element on the display element of the first account element, such as the display element in the account avatar; it can also be superimposed on the boundary position of the first account element to highlight the display area of ​​the first account element.

[0141] Taking the prominent effect of displaying the first account element and account details identifier as an example, the account details identifier of the first account can be displayed in a preset display range around the first account element. This could include at least one of the following: number of matches, account level, win rate, or account region. The number of matches indicates the number of virtual matches the first account has participated in during a historical period; the account level indicates the current account level; the win rate indicates the probability of winning virtual matches during a historical period; and the account region indicates the region where the first account is located. By displaying the first account element and account details identifier in conjunction, detailed information about the first account can be automatically displayed when the first account sends a matchmaking signal to another account through interactive team-up mode, increasing the probability that the current account will notice the first account element.

[0142] Taking the prominent effect of displaying the first account element and the preset decorative element as an example, the preset decorative element can be displayed at the boundary of the first account element. This preset decorative element is used to instruct the first account to send a matching interaction signal to the current account, and to instruct the first account to send a matching interaction signal to the current account through the interactive team-up mode. By displaying the first account element and the preset decorative element together, the matching interaction signal sent by the first account to the current account can be explicitly and intuitively conveyed, improving the efficiency of team-up based on interactive matching.

[0143] Taking the example of highlighting the effect of flashing the first account element accompanied by terminal vibration, when the first account sends a matching interaction signal to the current account through interactive team mode, a 3-second terminal vibration effect is released, while the first account element flashes at a preset frequency. The flashing display refers to the first account element being displayed alternately at a preset frequency with a first transparency and a second transparency. The first transparency and the second transparency are different; for example, the first transparency indicates that the first account element is 100% transparent, and the second transparency indicates that the first account element is completely opaque. The terminal vibration attracts the user's attention through tactile feedback, prompting the user to pay attention to the displayed content. Simultaneously, the flashing display of the first account element enhances its visual appeal in the interactive matching interface.

[0144] Taking the animation effect of highlighting the first account's account details icon displayed in the center of the interactive matchmaking interface as an example, the animation shows the first account's account details icon detaching from its original position and moving to the center of the interactive matchmaking interface for a larger display, and then hovering in the center for 3 seconds before flying back to its initial display position and disappearing into the first account element. By dynamically displaying the first account's account details icon, the current account can better remember the first account's account details icon, attract attention to the first account element, increase the probability of successful team formation, and avoid the problem of wasting computing resources due to repeated team formation operations.

[0145] Taking the highlighting effect, which includes playing an animation effect that corresponds to the first account element, as an example, with the display position of the first account element as the center, an animation effect is displayed where the account avatar of the first account is used as the interface background element, expanding from the center to a preset display area and then shrinking back to the center at a preset frequency. By dynamically displaying the account avatar as the interface background element, it can attract the attention of the current account and highlight the characteristics of the first account, thereby increasing the probability of successful team formation.

[0146] For example, to highlight the interactive animation between the current account element and the first account element, the animation shows the first account element and the current account element rotating in the center of the interactive matching interface for 3 seconds, then merging into a heart-shaped icon. By displaying this interactive animation between account elements, the intention to team up between the current account and the first account is increased, thus increasing the probability of a successful team formation.

[0147] Taking the example of highlighting effects such as playing the game animation effects corresponding to the first account, the game animation effects include video clips from virtual games participated in by the first account within a historical time period. These animation effects can be played as background animations in the display area where the first account element is located, or a playback window associated with the first account element can be displayed at a preset position on the first account element, playing the game animation effects within that window. The video clips in these animation effects can be preset by the first account or automatically extracted by the first application based on the performance rating of the first account in virtual games participated in within a historical time period. For example, for the virtual game with the highest score participated in by the first account within a historical time period, a video clip of the first account performing a kill in that game can be extracted as the game animation effect. By playing the game animation effects corresponding to the first account, the current account can easily and intuitively experience the first account's game operations, allowing the current account to better assess its willingness to team up with the first account and improve team-up efficiency.

[0148] Optionally, at least two of the above-mentioned highlighting effects can be combined in any way to display the first account element.

[0149] It is worth noting that the above-mentioned outstanding effects are merely illustrative examples, and the embodiments of this application do not limit them.

[0150] In some embodiments, a first account element is displayed with a highlighting effect corresponding to the signal strength of a matching interaction signal, the signal strength being related to at least one of the following factors: the number of times the first account sends a matching interaction signal; the duration of the first account sending the matching interaction signal; and the time when the first account sends the matching interaction signal; wherein the prominence of the highlighting effect is positively correlated with the signal strength.

[0151] Signal strength is used to indicate the degree of willingness of the first account to request teaming up with the current account.

[0152] Taking the signal strength as an example, when the number of times the first account sends matching interaction signals reaches the first number range, the first account element is displayed with the first highlight effect; when the number of times the first account sends matching interaction signals reaches the second number range, the first account element is displayed with the second highlight effect.

[0153] By highlighting the first account element with a prominent effect corresponding to the signal strength, the signal strength of the first account sending the matching interaction signal can be clearly reflected through different levels of visual prominence. This allows the current account to intuitively feel the degree of willingness of the first account to team up with the current account, making it easier to notice the account element corresponding to the account with a higher degree of willingness to team up, thus improving team-up efficiency.

[0154] It is worth noting that the above-mentioned display schemes for highlighting the signal strength are merely exemplary examples, and the embodiments of this application do not limit them.

[0155] Step 230: Receive the matching interaction operation for the first account element.

[0156] The matching interaction operation is used to trigger a feedback signal to the matching interaction signal sent to the first account. This feedback signal indicates the current account's willingness to team up with the first account based on the matching interaction signal. In this embodiment, the feedback willingness is implemented as positive feedback, that is, the feedback signal indicates that the current account is willing to team up with the first account based on the matching interaction signal, and the current account successfully teams up with the first account based on the feedback signal.

[0157] Optionally, the matching interactive operation includes, but is not limited to, at least one of the following: triggering operation for the first account element, voice feedback operation or gesture command operation for the first account, triggering operation for the feedback control corresponding to the first account element, etc. This application embodiment does not limit this.

[0158] Indicatively, in response to receiving a trigger operation for the first account element, the account information of the first account and a feedback control are displayed. This feedback control is used to receive matching interaction operations; matching interaction operations are received based on the feedback control.

[0159] Step 240: In response to the matching interaction, display the team-up results between the current account and the first account.

[0160] The team formation result is used to indicate that the current account and the first account will participate in a virtual game as a team.

[0161] Optionally, the team-up results can be displayed in the interactive matching interface, or the user can jump to other interfaces to display the team-up results. This application embodiment does not limit this.

[0162] To illustrate, taking the display of team results in the interactive matchmaking interface as an example, in response to the matchmaking interaction operation, the first account element is displayed in association with the account element display area of ​​the current account in the interactive matchmaking interface, and the first account element is displayed in its original display position with preset effects such as freezing or hiding.

[0163] Taking the display of team-up results in another interface as an example, the team-up interface is displayed in response to the matching interaction operation. The team-up interface includes at least one of the account elements or virtual objects corresponding to the current account and the first account that successfully formed a team.

[0164] In some embodiments, the interface for displaying team results can be automatically determined based on a preset threshold for the number of team accounts.

[0165] For illustrative purposes, when the number of accounts in the team of the first account and the current account does not reach the team account number threshold, the team result of the current account and the first account is displayed in the interactive matching interface in response to the matching interaction operation; when the number of accounts in the team of the first account and the current account reaches the team account number threshold, the team result of the current account and the first account is displayed in the team interface in response to the matching interaction operation.

[0166] It is worth noting that the above display method of team formation results is only an exemplary example, and the embodiments of this application do not limit it.

[0167] For illustrative purposes, please refer to Figure 3. Figure 3 is a schematic diagram of a team-up process based on interactive matching provided in an exemplary embodiment of this application. As shown in Figure 3, an interactive matching interface 300 is displayed. The interactive matching interface 300 includes account elements corresponding to at least two candidate accounts. When at least two candidate accounts have a first account sending a matching interaction signal to the current account through the interactive team-up mode, the first account element 310 is displayed with a highlight effect. In response to receiving a trigger operation for the first account element 310, a feedback control 320 corresponding to the first account element 310 is displayed. In response to receiving a matching interaction operation for the feedback control 320, it is determined that the first account and the current account have successfully teamed up.

[0168] In summary, the method provided in this application, by highlighting account elements that send matching interaction signals to the current account in the interactive matching interface, can intuitively reflect the real-time matching intention of other accounts for the current account. Then, by receiving matching interaction operations on the highlighted account elements, team formation is completed, realizing a team formation method based on dynamic and scenario-based interactive experience. It can explicitly realize two-way selection between accounts, which can not only meet the social needs based on real-time interactive matching, but also improve the matching intention between team-forming accounts, improve the team formation efficiency based on interactive matching, and improve the efficiency of human-computer interaction.

[0169] In some embodiments, the first account element can be displayed with varying degrees of visual prominence. Please refer to Figure 4, which shows a flowchart of a method for highlighting an account element provided in an exemplary embodiment of this application. This method can be executed by a terminal, a server, or both simultaneously. This embodiment illustrates the method executed by a terminal as an example. As shown in Figure 4, step 220 includes the following steps:

[0170] Step 410: If, among at least two candidate accounts, the first account sends a matching interaction signal to the current account through the interactive team mode, the element of the first account is displayed with a prominent effect corresponding to the signal strength of the matching interaction signal.

[0171] The signal strength of the matching interaction signal is used to indicate the degree of willingness of the first account to request to team up with the current account through the interactive matching mode.

[0172] The signal strength is related to at least one of the following: the number of times the first account sends a matching interaction signal, the duration of the signal, and the time of the signal.

[0173] Among them, the visual salience of the highlighting effect is positively correlated with the signal strength.

[0174] In some embodiments, the first account can trigger the corresponding interactive control of the current account by clicking or long-pressing in the interactive matching interface, and send a matching interaction signal to the current account.

[0175] The first account can send at least two matching interaction signals to the current account by clicking the interaction control at least twice, or it can continuously send matching interaction signals to the current account by long-pressing the interaction control.

[0176] For illustrative purposes, when the first account sends at least two matching interaction signals to the current account by clicking the interaction control at least twice, the signal strength is related to the number of times the matching interaction signal is sent; when the first account continuously sends matching interaction signals to the current account by long-pressing the interaction control, the signal strength is related to the duration; when the first account sends a matching interaction signal to the current account exactly once within a preset time period, the signal strength is related to the time of sending.

[0177] Optionally, taking the signal strength as an example, which is related to the number of times the first account sends matching interaction signals, the signal strength is positively correlated with the number of times it is sent. The visual prominence of the highlighting effect can be dynamically enhanced in real time according to the increase of the number of times it is sent. Alternatively, the elements of the first account can be displayed with different levels of visual prominence in stages according to the range of the number of times it is sent.

[0178] Taking the example of dynamically enhancing the visual prominence of the highlighting effect in real time based on the increasing number of times the first account sends matching interaction signals, the first account element is highlighted based on the number of times the first account sends matching interaction signals, and the display degree of the highlighting effect is positively correlated with the number of times the signal is sent.

[0179] To illustrate, taking the effect of enlarging the display of the first account element as an example, each time the first account sends a matching interaction signal, the first account element is enlarged once in the interaction matching interface according to a preset ratio, optionally until the first account element reaches the maximum display size.

[0180] Taking the example of displaying the first account element with different visual prominence in stages according to the number of times it is sent, when the number of times the first account sends matching interaction signals reaches the first number range, the first account element is displayed with the first prominence effect; when the number of times the first account sends matching interaction signals reaches the second number range, the first account element is displayed with the second prominence effect.

[0181] In this embodiment, the upper limit of the first number range is less than or equal to the lower limit of the second number range, and the visual salience of the second emphasizing effect is higher than that of the first emphasizing effect. For example, the upper limit of the first number range is equal to the lower limit of the second number range - 1. In other words, the first number range is 1-5 times, and the second number range is greater than or equal to 6 times.

[0182] For illustrative purposes, please refer to Figure 5. Figure 5 is a schematic diagram of a phased highlighting effect based on the number of signal transmissions provided in an exemplary embodiment of this application. As shown in Figure 5, the first account element is displayed by default with the first effect 510 in the interactive matching interface. The display area of ​​the first account element in the first effect 510 corresponds to the first area range. When the first account sends a matching interaction signal to the current account through the interactive team mode and the number of transmissions does not exceed 5, the first account element is displayed with the first highlighting effect 520. The first highlighting effect 520 includes enlarging the display area of ​​the first account element to the second area range, and superimposing a highlight effect 521 at the boundary position of the first account element, and superimposing a decorative element 522 on the first account element. When the first account sends a matching interaction signal to the current account through the interactive team mode and the number of transmissions exceeds 5, the first account element is displayed with the second highlighting effect 530. The second highlighting effect 530 includes enlarging the display area of ​​the first account element to the third area range, and superimposing a highlight effect 531 at the boundary position of the first account element, and superimposing a decorative element 532 on the first account element.

[0183] Among them, the third region is larger than the second region, the second region is larger than the first region, the area of ​​the highlight effect 531 is larger than the area of ​​the highlight effect 521, the number of elements in the decorative element 532 is greater than the number of elements in the decorative element 522, the visual salience of the second highlight effect 530 is higher than that of the first highlight effect 520, and the visual salience of the first highlight effect 520 is higher than that of the first effect 510.

[0184] The method provided in this application enhances the visual prominence of the first account element by increasing the number of times the matching interaction signal is sent. This can intuitively reflect the number of times the first account sends the matching interaction signal, explicitly conveying the degree of the first account's willingness to team up with the current account, helping users distinguish accounts with a higher degree of willingness to team up, thereby improving team-up efficiency.

[0185] Taking the signal strength as an example, which is related to the duration of the matching interaction signal sent by the first account, the signal strength and duration are positively correlated. Based on the duration of the matching interaction signal sent by the first account, the elements of the first account are dynamically displayed to highlight the effect. The visual prominence of the highlight effect is positively correlated with the duration.

[0186] Indicatively, during the continuous sending of matching interaction signals by the first account, the visual salience of the highlighting effect can be enhanced based on the duration of the signal. For example, taking the highlighting effect as including highlighting the first account element as an example, at the beginning of the first account sending the matching interaction signal, the highlighted element is displayed or superimposed at the boundary position of the first account element with a first display brightness. During the continuous sending of matching interaction signals by the first account, the display brightness of the highlighted element is continuously increased based on the duration of the signal until the display brightness reaches a preset brightness threshold or the first account stops sending the matching interaction signal, wherein the first display brightness is lower than the preset brightness threshold.

[0187] Alternatively, during the continuous sending of matching interaction signals by the first account, the visual prominence of the highlighting effect can be enhanced in stages based on the duration reaching a certain threshold. For example, when the duration of the first account sending matching interaction signals reaches the first duration threshold, the first account element is displayed with the first highlighting effect; when the duration of the first account sending matching interaction signals reaches the second duration threshold, the second account element is displayed with the second highlighting effect. The second duration threshold is greater than the first duration threshold, and the visual prominence of the second highlighting effect is higher than that of the first highlighting effect.

[0188] The method provided in this application enhances the visual prominence of the first account element by adjusting the duration of the matching interaction signal. This method can intuitively reflect the duration of the first account sending the matching interaction signal, thereby reflecting the signal strength of the matching interaction signal. This allows users to notice accounts with stronger signal strength and improves the efficiency of team formation based on matching interaction.

[0189] Taking the signal strength as an example, which is related to the timing of the first account sending the matching interaction signal, the elements of the first account are dynamically displayed to highlight the effect based on the timing of the first account sending the matching interaction signal.

[0190] The visual salience of the highlighting effect is negatively correlated with the time elapsed between the sending time and the current time.

[0191] You can gradually reduce the prominence of account elements sent earlier, or gradually increase the prominence of account elements sent most recently.

[0192] To illustrate, taking the gradual reduction of the prominence of account elements sent earlier as an example, the prominence can be reduced based on the time elapsed since the sending time. For instance, at the initial moment when the first account sends a matching interaction signal to the current account through the interactive team mode, the first account element is displayed with a prominence corresponding to the first visual salience level. Every 5 seconds, the first visual salience level is reduced by a preset margin until a second visual salience level is reached, which is higher than the visual salience of account elements corresponding to candidate accounts that have not sent matching interaction signals to the current account in the interactive matching interface. Alternatively, the prominence can be reduced based on the number of other accounts that send matching interaction signals to the current account after the first account. For instance, at the initial moment when the first account sends a matching interaction signal to the current account through the interactive team mode, the first account element is displayed with a prominence corresponding to the first visual salience level. Each time a new candidate account sends a matching interaction signal to the current account, the first visual salience level is reduced by a preset margin until a second visual salience level is reached, which is higher than the visual salience of account elements corresponding to candidate accounts that have not sent matching interaction signals to the current account in the interactive matching interface.

[0193] Taking the example of gradually enhancing the prominence of account elements sent most recently, when account A sends a matching interaction signal to the current account in the first moment through the interactive team mode, account element m corresponding to account A is displayed with the first prominence effect. When account B sends a matching interaction signal to the current account in the second moment through the interactive team mode, account element n corresponding to account B is displayed with the second prominence effect. Here, the first moment is earlier than the second moment, and the visual prominence of the second prominence effect is higher than that of the first prominence effect.

[0194] Optionally, the visual prominence of the highlighting effect can also be positively correlated with the time elapsed between the sending time and the current time, and this application embodiment does not limit this.

[0195] The relationship between the visual salience of the aforementioned prominent effect and the time elapsed between the sending time and the current time can be pre-configured by the current account or automatically determined by the first application.

[0196] The method provided in this application embodiment displays the first account element with different degrees of visual prominence based on the sending time of the matching interaction signal. This allows users to intuitively focus on the account that sent the earliest signal or the account that sent the most recent signal according to their actual needs. It can help users distinguish the account that sent the signal based on the order of arrival of the signal or the real-time nature of the signal, thereby improving team formation efficiency.

[0197] When at least two candidate accounts simultaneously send matching interaction signals to the first account, the at least two candidate accounts can be displayed with different highlighting effects based on historical interaction data.

[0198] Indicatively, when at least two candidate accounts, a second account and a third account, simultaneously send matching interaction signals to the current account, based on the historical interaction data of the second and third accounts, the second account element corresponding to the second account is displayed with a second prominence effect, and the third account element corresponding to the third account is displayed with a third prominence effect; wherein, the historical interaction data is used to indicate that when the historical interaction count of the second account is greater than that of the third account, the visual salience of the second prominence effect is lower than that of the third prominence effect; the historical interaction count refers to the number of times matching interaction signals are sent to other accounts besides the current account through the interaction team mode within a historical time period.

[0199] Optionally, the simultaneous sending of matching interaction signals by the second account and the third account to the current account means that there is an overlap between the time period during which the second account's element is highlighted after the second account sends the matching interaction signal to the current account and the time period during which the third account's element is highlighted after the third account sends the matching interaction signal to the current account.

[0200] The aforementioned historical interaction data can also be used to indicate that when the number of historical interactions of the second account is less than the number of historical interactions of the third account, the visual salience of the second salient effect is higher than that of the third salient effect.

[0201] The method provided in this application embodiment, when at least two accounts simultaneously send matching interaction signals to the current account through interactive team mode, displays the account elements corresponding to at least two accounts with different degrees of visual prominence based on the historical interaction data corresponding to each of the at least two accounts. This can explicitly convey the priority of the candidate account's request to team up with the current account to the current account, highlight the account elements of the candidate account that only sends matching interaction signals to the current account, and improve the probability of successful team formation.

[0202] In some embodiments, the highlighting effect is also related to the account attributes of the first account.

[0203] Indicatively, the first account element is highlighted based on its account attributes, with the highlight effect type indicating the account attributes.

[0204] Account attributes include, but are not limited to, at least one of the following attributes that an account can configure: age attribute, hobby attribute, etc.

[0205] The primary account element can be highlighted with different effects depending on the account attributes.

[0206] For example, when the account attribute of the first account corresponds to the first account attribute, the first account element is displayed with a highlight effect of the first effect type. The highlight effect of the first effect type is used to indicate the first account attribute. The highlight effect of the first effect type includes displaying a highlight element of the first color at the boundary position of the first account element and displaying a first decorative element on the first account element. When the account attribute of the first account corresponds to the second account attribute, the first account element is displayed with a highlight effect of the second effect type. The highlight effect of the second effect type is used to indicate the second account attribute. The highlight effect of the second effect type includes displaying a highlight element of the second color at the boundary position of the first account element and displaying a second decorative element on the first account element.

[0207] Among them, the highlight elements of the first color and the first decorative elements correspond to the first account attributes, and the highlight elements of the second color and the second decorative elements correspond to the second account attributes.

[0208] For illustrative purposes, please refer to Figure 6. Figure 6 is a schematic diagram of the highlighting effect based on account attributes provided by an exemplary embodiment of this application. As shown in Figure 6, the first account element is displayed by default with the first effect in the interactive matching interface. The display area of ​​the first account element in the first effect corresponds to the first area range. For the first account element belonging to the first attribute, the first effect includes displaying the first account element with a marker border 611 of the first color. For the first account element belonging to the second attribute, the first effect includes displaying the first account element with a marker border 612 of the second color.

[0209] When the first account sends a matching interaction signal to the current account, illustratively speaking, if the first account sends a matching interaction signal to the current account through the interactive team mode and the number of times the signal is sent does not exceed 5, the first account element is displayed with a first highlight effect. For the first account element belonging to the first attribute, the first account element is displayed with a first highlight effect of the first effect type. The first highlight effect of the first effect type includes displaying a highlight element of the first color 621 superimposed on the boundary position of the first account element and displaying a first decorative element 622 superimposed on the first account element. For the first account element belonging to the second attribute, the first account element is displayed with a first highlight effect of the second effect type. The first highlight effect of the second effect type includes displaying a highlight element of the second color 623 superimposed on the boundary position of the first account element and displaying a second decorative element 624 superimposed on the first account element.

[0210] When the first account sends a matching interaction signal to the current account more than 5 times, the first account element is displayed with a second highlight effect of the second effect type. For the first account element belonging to the first attribute, the first account element is displayed with a second highlight effect of the first effect type. The second highlight effect of the second effect type includes displaying a highlight element of the first color 631 overlaid at the boundary position of the first account element and displaying a first decorative element 632 overlaid on the first account element. For the first account element belonging to the second attribute, the first account element is displayed with a second highlight effect of the second effect type. The second highlight effect of the second effect type includes displaying a highlight element of the second color 633 overlaid at the boundary position of the first account element and displaying a second decorative element 634 overlaid on the first account element.

[0211] Among them, the visual salience of the second prominent effect of the first effect type is higher than that of the first prominent effect of the first effect type, and the visual salience of the second prominent effect of the second effect type is higher than that of the second prominent effect of the second effect type.

[0212] The method provided in this application embodiment displays first account elements with different effect types based on the account attributes of the first account. The effect type can intuitively indicate the account attributes, allowing users to understand the account attributes without triggering account details. This enables users to choose to team up with accounts that have specific account attributes to enter virtual games, thereby improving team-up efficiency.

[0213] In some embodiments, the interface area of ​​the interactive matching interface may be larger than the visible area of ​​the interactive matching interface on the terminal. When the first account is outside the visible area of ​​the interactive matching interface, it is necessary to prompt the current account in the visible area to send a matching interaction signal to the current account.

[0214] Optionally, the prompting process includes, but is not limited to, at least one of the following:

[0215] The first method involves automatically moving the visible area to include the first account element when the first account element is outside the visible area of ​​the interactive matching interface, provided that the first account sends a matching interaction signal to the current account.

[0216] Indicatively, when the first account sends a matching interaction signal to the current account through the interactive team mode, the display position of the first account's element in the interactive matching interface is automatically obtained. A line is drawn connecting the center position of the interactive matching interface in the current visible area with the display position of the first account's element. The visible area is then automatically moved along the line until the center position reaches the display position of the first account's element.

[0217] It is worth noting that the above-described movement methods are merely exemplary examples, and the embodiments of this application do not limit them.

[0218] The second method involves displaying a guide icon in the visible area when the first account element is outside the visible area of ​​the interactive matching interface, provided that the first account sends a matching interaction signal to the current account. The guide icon is used to guide the direction of the first account element relative to the visible area.

[0219] The current account can slide the visible area of ​​the interactive matching interface by swiping. The displayed guide icon can change dynamically with the swiping operation. The guide icon will be canceled when the current account slides the interactive matching interface until the first account element is included in the visible area.

[0220] In some embodiments, the interactive matching interface can also be automatically slid in the direction indicated by the guide icon until the first account element is included in the visible area.

[0221] It is worth noting that the above-described operation method is merely an example and is not limited in this application embodiment.

[0222] The third method involves displaying the first account element automatically moving to the focal position of the visible area when the first account sends a matching interaction signal to the current account, so as to highlight the first account element.

[0223] Indicatively, the first account element is displayed to highlight its position in the visible area, automatically moving to the focal point of the visible area.

[0224] The focus position is a preset display position in the visible area, such as the top area of ​​the visible area, the center area of ​​the visible area, the full-screen area of ​​the visible area, or any other specified position.

[0225] Optionally, the first account element can be displayed directly in the visible area with a highlighting effect upon entering the visible area, or the first account element can be displayed to enter the visible area from a direction relative to the visible area with a highlighting effect to the focus position.

[0226] Among them, the first account element can be displayed to enter the visible area with preset animation effects, such as flash animation effect, fade animation effect, fly-in animation effect, etc.

[0227] The method provided in this application, when the first account element is outside the visible area of ​​the interactive matching interface, prompts the user to pay attention to the first account that sent the matching interaction signal to the current account through various means such as automatically moving the visible area, displaying a guide mark, or automatically displaying that the first account element has entered the visible area. This avoids the matching interaction signal being invalid or not being discovered in time because the first account element is outside the visible area, thereby improving the effectiveness of matching interaction and the efficiency of human-computer interaction.

[0228] In some embodiments, after highlighting the first account element, the system further includes an interaction process with the first account element. Schematic, this interaction process includes, in response to receiving a trigger operation on the first account element, displaying account information of the first account and a feedback control for receiving a matching interaction operation.

[0229] The display effect of the account information and feedback control for the first account corresponds to the highlighting effect of the first account element.

[0230] Optionally, the account information includes, but is not limited to, at least one of the following: the account avatar, account name, account location, account attributes, number of virtual matches the account has participated in, account level, and virtual honors the account has earned based on virtual matches.

[0231] In some embodiments, account information can be displayed by displaying an account details identifier. Illustratively, an account details identifier for the first account is displayed in association with a preset display area around the first account element; for example, at least one of the following: number of games, account level, win rate, or account region.

[0232] When displaying the account information of the first account, interactive controls such as associated display clip playback control and friend add control may also be included. The clip playback control is used to trigger the playback of multimedia clips preset by the first account, such as audio content clips, song clips, video clips from historical virtual games, etc. The friend add control is used to trigger sending friend requests to the first account.

[0233] For illustrative purposes, please refer to Figure 7. Figure 7 is a schematic diagram of the interaction effect of an account element provided in an exemplary embodiment of this application. As shown in Figure 7, for a first account belonging to the first type, corresponding to the first effect type 710, the first account element displayed in the matching interaction interface with the default effect 711 of the first effect type is displayed with the default effect 712 of the first effect type; the first account element displayed in the matching interaction interface with the first highlight effect 713 of the first effect type is displayed with the first highlight effect 714 of the first effect type; and the first account element displayed in the matching interaction interface with the second highlight effect 715 of the first effect type is displayed with the second highlight effect 716 of the first effect type. For the first account belonging to the second type, corresponding to the second effect type 720, the first account element displayed in the matching interaction interface with the default effect 721 of the second effect type is triggered, and the account information and feedback control of the first account are displayed with the default effect 722 of the second effect type; the first account element displayed in the matching interaction interface with the first highlight effect 723 of the second effect type is triggered, and the account information and feedback control of the first account are displayed with the first highlight effect 724 of the second effect type; the first account element displayed in the matching interaction interface with the second highlight effect 725 of the second effect type is triggered, and the account information and feedback control of the first account are displayed with the second highlight effect 726 of the second effect type.

[0234] In some embodiments, the current account can also interact with other candidate accounts in the interactive matching interface. Illustratively, at least two candidate accounts also include a fourth account, which is a candidate account that has not sent a matching interaction signal to the current account. The fourth account has a corresponding fourth account element. The interaction process includes, in response to receiving a trigger operation on the fourth account element, displaying the account information and interactive controls of the fourth account. The interactive controls are used to send a matching interaction signal to the fourth account.

[0235] Optionally, the display effect of the account information and interactive controls of the fourth account is related to the signal strength of the matching interactive signal sent to the fourth account.

[0236] Taking the positive correlation between signal strength and the number of transmissions as an example, the visual salience of the display effect is also positively correlated with the number of transmissions. For illustration, please refer to Figure 8, which is a schematic diagram of the matching interaction signal transmission provided in an exemplary embodiment of this application. As shown in Figure 8, for the terminal where the current account is located, an interactive matching interface 810 is displayed. The interactive matching interface 810 includes account elements corresponding to at least two candidate accounts, including a fourth account. The fourth account corresponds to a fourth account element 811. In response to receiving a trigger operation for the fourth account element 811, the account information and interactive control 813 of the fourth account are displayed with a default effect 812. In response to receiving a trigger operation for the interactive control 813, a matching interaction signal is sent to the fourth account, and the account information and interactive control 813 of the fourth account are displayed with a first display effect 814. The visual salience of the first display effect 814 is higher than that of the default effect 812, and the visual salience of the first display effect 814 is positively correlated with the number of times the interactive control 813 is triggered. For the terminal where the fourth account is located, the interactive matching interface 820 is displayed, which includes the current account element displayed with a highlight effect 821.

[0237] The method provided in this application embodiment provides a feedback control corresponding to the first account element and an interactive control corresponding to the fourth account, enabling the current account to send feedback to matching interaction signals sent by other accounts and to actively send matching interaction signals to other accounts based on the interactive matching interface. This allows the current account to have two-way selection rights based on the interactive matching interface, adapting to various social needs in interactive matching team-up scenarios and improving team-up efficiency.

[0238] In summary, the method provided in this application embodiment displays the first account element with a highlighting effect corresponding to the signal strength. It can intuitively reflect the signal strength of the matching interaction signal sent by the first account through different visual levels of highlighting effect, so that the current account can intuitively feel the degree of willingness of the first account to request teaming up with the current account, improve the two-way selection compatibility between accounts, and improve teaming efficiency.

[0239] In some embodiments, when displaying the interactive matching interface, it is necessary to arrange the display positions of the account elements corresponding to at least two candidate accounts. Please refer to Figure 9, which shows a flowchart of a display method for an interactive matching interface provided by an exemplary embodiment of this application. This method can be executed by a terminal, by a server, or by both a terminal and a server. This embodiment of the application describes the method as being executed by a terminal. As shown in Figure 9, step 210 above includes the following steps:

[0240] Step 910: Display the candidate account elements corresponding to at least two candidate accounts in the interactive matching interface according to the matching distribution position.

[0241] Optionally, candidate account elements can be scattered and displayed in the interactive matching interface according to the matching distribution location.

[0242] The matching distribution position is used to indicate that candidate accounts are displayed in the corresponding positions according to the matching scores corresponding to at least two candidate accounts. The matching score is used to indicate the degree of matching between the candidate account and the current account.

[0243] The prominence of a candidate account's position is positively correlated with the matching score. Position prominence refers to the distance between the candidate account's displayed position and the focus display position. Both the candidate account element and the focus display position are located within the interactive matching interface.

[0244] The focus display position is a preset display position in the interactive matching interface, such as the top area position or the center area position of the interactive matching interface.

[0245] Optionally, the matching degree between the candidate account and the current account is determined by the first application based on at least one matching dimension, such as the account level, account attributes, account location, and the number of virtual games the account has participated in during the historical time period.

[0246] The matching dimensions used to determine the matching degree can be preset by the first application or pre-configured by the current account. This application embodiment does not limit this.

[0247] Taking the matching dimension including the range of account location as an example, the matching score is determined based on the location distance between the candidate account location and the current account location. The matching score is negatively correlated with the location distance; the closer the location distance, the higher the matching score.

[0248] Indicatively, the account element A closest to the current account's location is displayed in the center of the interactive matching interface. Other candidate account elements are then scattered outwards from the center in concentric circles, according to increasing distance from the current account.

[0249] The increment of the location distance can be preset or randomly determined. The distance and relative direction between at least two candidate account elements scattered within the same concentric circle are randomly determined.

[0250] In some embodiments, at least two candidate accounts may be displayed according to the vertex distribution of a hexagon.

[0251] For illustrative purposes, please refer to Figure 10, which is a schematic diagram of the interface display process provided in an exemplary embodiment of this application. As shown in Figure 10, the interface display process 1000 includes: when the interface sliding function is not running, the first application generates a specified number of hexagonal distribution nodes according to preset parameters; generates adjacent node information for each node for quick lookup during runtime; and generates sliding anchor nodes. When the interface sliding function is running, the center node of the visible area is obtained based on the player's sliding operation; and the pre-processed adjacent node information and anchor information are directly read. Based on the sliding operation, the center node, the adjacent node information, and the anchor information, the candidate accounts to be displayed in the interactive matching interface are determined, thus realizing the final presentation of the interface.

[0252] In some embodiments, before displaying the interactive matching interface, the backend server of the first application needs to allocate a virtual room for the current account and determine at least two candidate accounts in the interactive matching interface. For illustration, please refer to Figure 11, which is a schematic diagram of the interactive matching room allocation process provided in an exemplary embodiment of this application. As shown in Figure 11, users 1 to N can log in to the first application through their corresponding current accounts. At least two lobby servers 1 to M in the lobby server cluster 1110 allocate a virtual lobby for the user, allowing the user to enter the virtual lobby. After the user triggers the interactive team mode, at least two plaza servers 1 to K in the plaza server cluster 1120 provide the interactive team mode function to the user and allocate a corresponding virtual matching room. The virtual matching room includes at least two candidate accounts and the user's corresponding current account. The user terminal can display an interactive matching interface including account elements of at least two candidate accounts based on the allocated virtual matching room, where N, M, and K are all positive integers.

[0253] In some embodiments, the backend server can allocate accounts whose account data meets the allocation requirements to the same virtual matchmaking room according to a preset algorithm. For illustration, please refer to Figure 12, which is a schematic diagram of virtual matchmaking room allocation provided in an exemplary embodiment of this application. As shown in Figure 12, the allocation requirements for virtual room 1 include a rank range and a geographical location range, wherein the rank range requires the account rank to be in the "Bronze-Silver" range. The allocation requirements for virtual room 2 include a rank range and a geographical location range, wherein the rank range requires the account rank to be in the "Diamond" range. Based on the above allocation requirements, accounts 1 and 2, whose account ranks are in the "Bronze-Silver" range, are allocated to virtual room 1, and account 3, whose account rank is in the "Diamond" range, is allocated to virtual room 2. In some embodiments, different numbers of virtual matchmaking rooms can also be dynamically allocated according to the account density within a location area, where account density refers to the number of accounts using the first application within a unit area.

[0254] For illustrative purposes, please refer to Figure 13. Figure 13 is a schematic diagram of a room allocation algorithm based on account density provided in an exemplary embodiment of this application. As shown in Figure 13, the total area 1300 covered by the user accounts of the first application is divided into at least two areas. The number of virtual matching rooms allocated in each area is positively correlated with the account density in that area. Specifically, low account density results in fewer rooms, while high account density results in more rooms.

[0255] In some embodiments, virtual matchmaking rooms can be dynamically allocated based on the number of online accounts that trigger interactive team formation.

[0256] For illustrative purposes, please refer to Figure 14. Figure 14 is a schematic diagram of the process of dynamically allocating virtual matchmaking rooms based on the number of online accounts provided in an exemplary embodiment of this application. As shown in Figure 14, based on the interactive team mode, step 1410 is executed to allocate virtual matchmaking rooms; step 1420 is executed to determine the number of accounts in the virtual matchmaking room. If the room is full, step 1421 is executed; if the room is not full, step 1422 is executed; step 1421 is executed to create a new virtual matchmaking room; step 1430 is executed to add the new account to the new virtual matchmaking room. Step 1422 is executed to determine the change in the number of accounts in the virtual matchmaking room. If the number of accounts increases online, step 1441 is executed; if the number of accounts decreases online, step 1442 is executed; step 1441 is executed to add the new account to the virtual matchmaking room; step 1442 is executed to merge at least two virtual matchmaking rooms. For example, for room 1 and room 2, a merge notification is issued, and room 1 and room 2 are merged to obtain room 3.

[0257] In some embodiments, the number of machines (servers) used to provide the interactive team mode function can also be dynamically allocated based on the number of online accounts of the first application.

[0258] For illustrative purposes, please refer to Figure 15. Figure 15 is a schematic diagram of an automatic scaling-up and scaling-down algorithm based on online accounts provided in an exemplary embodiment of this application. As shown in Figure 15, for the online peak period 1510, the scheduling center automatically scales up, increasing the number of machines used to provide the interactive team mode function, for example, allocating machines 1 to 3 to provide the interactive team mode function; for the online valley period 1520, the scheduling center automatically scales down, reducing the number of machines used to provide the interactive team mode function, for example, reducing machines 1 to 3 to machines 1 and 2 to provide the interactive team mode function.

[0259] In summary, the method provided in this application determines the prominence of the candidate account's account elements in the interactive matching interface based on the matching degree between the candidate account and the current account. This allows for a more reasonable arrangement and display of at least two candidate accounts in the interactive matching interface, enabling the current account to intuitively notice the candidate account with a higher matching degree, thereby increasing the probability of interactive team formation and improving the efficiency of human-computer interaction.

[0260] In conjunction with the above embodiments, the application scenarios of the interactive team-up method provided in this application are described. The interactive team-up method provided in this application can be applied to any application scenario that requires entering a virtual game through team-up, such as virtual game scenarios, live streaming scenarios, social scenarios, and online learning scenarios. This application does not limit this application.

[0261] I. This explanation will take the application of interactive team-up methods in virtual game scenarios as an example.

[0262] The terminal has the first game program installed and running, and players log in to the first game program using their corresponding game accounts.

[0263] The first game program has an interactive team mode. Players can enter a virtual matchmaking room by triggering the interactive team mode, and complete the team-up with candidate accounts in the virtual matchmaking room through real-time interactive matching, thereby participating in virtual game matches in a team form.

[0264] Indicatively, after a player triggers the interactive team-up mode, the terminal displays an interactive matchmaking interface. This interface includes game account elements and a background for at least two candidate game accounts. The game account elements are displayed in a hashed arrangement on the background. The interactive matchmaking interface provides a real-time interactive team-up mode, with at least two candidate game accounts waiting to be matched into a virtual game match. If, among the at least two candidate game accounts, the first game account sends a matchmaking interaction signal to the current controlling game account, the first game account element corresponding to that first game account is prominently displayed. The terminal receives matchmaking interaction operations targeting the first game account element. In response to the matchmaking interaction operation, the terminal displays the team-up result between the controlling game account and the first game account, indicating that the controlling game account and the first game account participate in a virtual game match as a team.

[0265] In some embodiments, a first game account element is displayed with a highlighting effect corresponding to the signal strength of the matching interaction signal. The signal strength is related to at least one of the number of times the first game account sends the matching interaction signal, the duration of the signal, and the time of transmission. The visual salience of the highlighting effect is positively correlated with the signal strength.

[0266] Taking the relationship between signal strength and the number of times it is sent as an example, when the number of times the first game account sends the matching interaction signal reaches the first number range, the first game account element is displayed with the first highlight effect; when the number of times the first game account sends the matching interaction signal reaches the second number range, the first game account element is displayed with the second highlight effect.

[0267] Among them, the upper limit of the number of times corresponding to the first number range is less than or equal to the lower limit of the number of times corresponding to the second number range, and the visual salience of the second salient effect is higher than that of the first salient effect.

[0268] Taking the relationship between signal strength and duration as an example, based on the duration of the matching interaction signal sent by the first game account, the elements of the first game account are dynamically displayed to highlight the effect. The visual prominence of the highlight effect is positively correlated with the duration.

[0269] Taking the signal strength being related to the transmission time as an example, based on the transmission time of the matching interaction signal sent by the first game account, the elements of the first game account are dynamically displayed with a highlighting effect. The visual prominence of the highlighting effect is negatively correlated with the time elapsed between the transmission time and the current time. In some embodiments, when at least two candidate accounts, a second game account and a third game account, simultaneously send matching interaction signals to the controlling game account, based on the historical interaction data corresponding to the second and third game accounts, the elements of the second game account corresponding to the second game account are displayed with a second highlighting effect, and the elements of the third game account corresponding to the third game account are displayed with a third highlighting effect.

[0270] Among them, historical interaction data is used to indicate that when the number of historical interactions of the second game account is greater than the number of historical interactions of the third game account, the visual salience of the second prominent effect is lower than that of the third prominent effect; the number of historical interactions refers to the number of times matching interaction signals are sent to other game accounts besides the main game account within a historical time period.

[0271] In some embodiments, the first game account element is highlighted based on the account attributes of the first game account, and the highlighting effect type is used to indicate the account attributes.

[0272] Schematic illustration: When the account attribute of the first game account corresponds to the first account attribute, the first game account element is displayed with a highlight effect of the first effect type. This highlight effect of the first effect type is used to indicate the first account attribute. The highlight effect of the first effect type includes displaying a highlight element of the first color overlaid at the boundary of the first game account element, and displaying a first decorative element overlaid on the first game account element. When the account attribute of the first game account corresponds to the second account attribute, the first game account element is displayed with a highlight effect of the second effect type. This highlight effect of the second effect type is used to indicate the second account attribute. The highlight effect of the second effect type includes displaying a highlight element of the second color overlaid at the boundary of the first game account element, and displaying a second decorative element overlaid on the first game account element.

[0273] Among them, the highlight elements of the first color and the first decorative elements correspond to the first account attributes, and the highlight elements of the second color and the second decorative elements correspond to the second account attributes.

[0274] In some embodiments, when the first game account element is outside the visible area of ​​the interactive matchmaking interface, when the first game account sends a matchmaking interaction signal to the controlling game account, at least one of the following display schemes is included: automatically moving the visible area to include the first game account element displayed with a highlight effect; or, displaying a guide icon in the visible area to guide the direction of the first game account element relative to the visible area; or, displaying the first game account element automatically entering the visible area to the focus position of the visible area with a highlight effect.

[0275] In some embodiments, at least two candidate accounts may include a fourth game account, which is a candidate account that has not sent a matching interaction signal to the master game account. The fourth game account has a corresponding fourth game account element. In response to receiving a trigger operation for the fourth game account element, the account information and interactive controls of the fourth game account are displayed. The interactive controls are used to send a matching interaction signal to the fourth game account.

[0276] In some embodiments, the game account elements corresponding to at least two candidate game accounts are displayed in the interactive matching interface according to the matching distribution position. The matching distribution position is used to indicate that the candidate game accounts are displayed in the corresponding positions according to the matching scores corresponding to the at least two candidate game accounts. The matching score is used to indicate the matching degree between the candidate game accounts and the master game account.

[0277] Among them, the salience of the candidate game account's position is positively correlated with the match score. The salience of the position is used to indicate the distance between the candidate game account's display position in the interactive match interface and the focus display position in the interactive match interface.

[0278] Optionally, the highlighting effect includes at least one of the following: enlarging the display of the first game account element; displaying the first game account element with a highlight effect; displaying the first game account element and the account details identifier together, the account details identifier being used to indicate the account information of the first game account; displaying the first game account element and preset decorative elements together; flashing the first game account element with a terminal vibration effect; playing the interactive animation effect between the master game account element corresponding to the master game account and the first game account element; playing the game animation effect corresponding to the first game account, the game animation effect including game video clips from virtual game matches participated in by the first game account within a historical time period.

[0279] II. Taking the application of interactive team formation in live streaming scenarios as an example, this will be explained.

[0280] The terminal has the First Live program installed and running, and the broadcaster logs in to the First Live program through the corresponding broadcaster account.

[0281] The first live streaming program has an interactive team mode. Streamers can enter a virtual matchmaking room by triggering the interactive team mode, and form a team with candidate accounts in the virtual matchmaking room through real-time interactive matching, so as to participate in virtual live streaming games in the form of a team, such as a live streaming battle (Player Killing, PK) between at least two streamers.

[0282] Indicatively, after the streamer triggers the interactive team-up mode, the terminal displays an interactive matching interface. This interface includes streamer account elements corresponding to at least two candidate streamer accounts and a background. The streamer account elements are displayed in a hashed arrangement on the background. The interactive matching interface provides a real-time interactive team-up mode. The at least two candidate streamer accounts are accounts waiting to be matched into a virtual live stream game after triggering the interactive team-up mode. If, among the at least two candidate streamer accounts, the first streamer account sends a matching interaction signal to the current controlling streamer account through the interactive team-up mode, the first streamer account element corresponding to the first streamer account is prominently displayed. The terminal receives matching interaction operations targeting the first streamer account element. In response to the matching interaction operation, the terminal displays the team-up result between the controlling streamer account and the first streamer account. This team-up result indicates that the controlling streamer account and the first streamer account participate in the virtual live stream game as a team.

[0283] Third, we will take the application of interactive team-building methods in online learning scenarios as an example for explanation.

[0284] The terminal has the first learning program installed and running, and students log in to the first learning program using their corresponding student accounts.

[0285] The first learning program includes an interactive team mode. Students can enter a virtual matching room by triggering the interactive team mode and form a team with candidate accounts in the virtual matching room through real-time interactive matching. This allows them to participate in virtual learning games in a team format, such as group assignment races or group debate competitions.

[0286] Indicatively, after a student triggers the interactive team-up mode, the terminal displays an interactive matching interface. This interface includes student account elements corresponding to at least two candidate student accounts and a background. The student account elements are displayed in a hashed arrangement on the background. The interactive matching interface provides a real-time interactive team-up mode. The at least two candidate student accounts are accounts waiting to be matched into a virtual learning game after triggering the interactive team-up mode. If, among the at least two candidate student accounts, the first student account sends a matching interaction signal to the current controlling student account through the interactive team-up mode, the first student account element corresponding to the first student account is prominently displayed. The terminal receives matching interaction operations for the first student account element and, in response to the matching interaction operation, displays the team-up result between the controlling student account and the first student account. This team-up result indicates that the controlling student account and the first student account participate in the virtual learning game as a team.

[0287] Optionally, it can also be applied to application scenarios such as team job interviews and participation in meetings or competitions in a team format.

[0288] It is worth noting that the above application scenarios are merely illustrative examples and are not intended to be limiting.

[0289] Figure 16 is a structural block diagram of an interactive team-up device provided in an exemplary embodiment of this application. As shown in Figure 16, the device includes the following parts:

[0290] Display module 1610 is used to display an interactive matchmaking interface, which includes candidate account elements corresponding to at least two candidate accounts and an interface background. The candidate account elements are displayed on the interface background in a hash arrangement. The at least two candidate accounts are accounts to be matched into a virtual game.

[0291] The display module 1610 is also used to display the first account element corresponding to the first account in a prominent manner when there is a first account sending a matching interaction signal to the current account among the at least two candidate accounts, where the current account refers to the account logged in on the computer device;

[0292] The receiving module 1620 is used to receive matching interaction operations for the first account element;

[0293] The display module 1610 is also configured to display the team-up result of the current account and the first account in response to the matching interaction operation.

[0294] In some embodiments, the display module 1610 is further configured to display the first account element with a highlighting effect corresponding to the signal strength of the matching interaction signal, wherein the visual salience of the highlighting effect is positively correlated with the signal strength;

[0295] The signal strength is related to at least one of the following factors:

[0296] The number of times the first account sends the matching interaction signal;

[0297] The duration for which the first account sends the matching interaction signal;

[0298] The timing at which the first account sends the matching interaction signal.

[0299] In some embodiments, the display module 1610 is further configured to:

[0300] If the number of times the first account sends the matching interaction signal reaches the first number range, the element of the first account is displayed with a first highlight effect;

[0301] If the number of times the first account sends the matching interaction signal reaches the second number range, the first account element is displayed with a second highlighting effect;

[0302] Wherein, the upper limit of the number of times corresponding to the first number range is less than or equal to the lower limit of the number of times corresponding to the second number range, and the visual salience of the second emphasizing effect is higher than that of the first emphasizing effect.

[0303] In some embodiments, the display module 1610 is further configured to:

[0304] Based on the duration of the matching interaction signal sent by the first account, the elements of the first account are dynamically displayed with the highlighted effect, and the visual salience of the highlighted effect is positively correlated with the duration; or...

[0305] Based on the sending time of the matching interaction signal sent by the first account, the element of the first account is dynamically displayed with the highlighting effect, and the visual prominence of the highlighting effect is negatively correlated with the time elapsed between the sending time and the current time.

[0306] In some embodiments, the display module 1610 is further configured to:

[0307] If, among the at least two candidate accounts, a second account and a third account simultaneously send the matching interaction signal to the current account, based on the historical interaction data corresponding to the second account and the third account, the second account element corresponding to the second account is displayed with a second highlighting effect, and the third account element corresponding to the third account is displayed with a third highlighting effect;

[0308] The historical interaction data is used to indicate that when the number of historical interactions of the second account is greater than the number of historical interactions of the third account, the visual salience of the second highlighting effect is lower than that of the third highlighting effect; the number of historical interactions refers to the number of times the matching interaction signal was sent to other accounts within a historical time period.

[0309] In some embodiments, the display module 1610 is further configured to:

[0310] The first account element is displayed with the highlighted effect based on the account attributes of the first account, and the effect type of the highlighted effect corresponds to the account attributes.

[0311] In some embodiments, the display module 1610 is further configured to:

[0312] When the account attribute of the first account corresponds to the first account attribute, the first account element is displayed with a highlight effect of the first effect type. The highlight effect of the first effect type includes displaying a highlight element of the first color at the boundary position of the first account element and displaying a first decorative element on the first account element.

[0313] When the account attribute of the first account corresponds to the second account attribute, the first account element is displayed with a highlight effect of the second effect type. The highlight effect of the second effect type includes displaying a highlight element of the second color at the boundary position of the first account element and displaying a second decorative element on the first account element.

[0314] Among them, the highlight element of the first color and the first decorative element have a corresponding relationship with the first account attribute, and the highlight element of the second color and the second decorative element have a corresponding relationship with the second account attribute.

[0315] In some embodiments, the display module 1610 is further configured to:

[0316] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the visible area is automatically moved to include the first account element displayed with the highlighted effect; or...

[0317] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, a guide icon is displayed in the visible area. The guide icon is used to guide the direction of the first account element relative to the visible area; or...

[0318] When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the first account element is displayed to automatically move to the focus position of the visible area with the highlighting effect.

[0319] In some embodiments, the at least two candidate accounts further include a fourth account, which is a candidate account that has not sent the matching interaction signal to the current account, and the fourth account corresponds to a fourth account element;

[0320] The display module 1610 is also used for:

[0321] In response to receiving a trigger operation for the fourth account element, the account information and interactive controls of the fourth account are displayed, and the interactive controls are used to send the matching interactive signal to the fourth account.

[0322] In some embodiments, the display module 1610 is further configured to display candidate account elements corresponding to the at least two candidate accounts in the interactive matching interface according to the matching distribution position, wherein the matching distribution position is used to indicate that the candidate accounts are displayed in the corresponding positions according to the matching scores corresponding to the at least two candidate accounts, and the matching score is used to indicate the matching degree between the candidate accounts and the current account.

[0323] The positional salience of the candidate account is positively correlated with the matching score, where positional salience refers to the distance between the display position of the candidate account and the focus display position.

[0324] In some embodiments, the at least two candidate accounts match the current account, and the matching relationship includes at least one of the following:

[0325] The account levels corresponding to the at least two candidate accounts are within the same preset level range as the account level of the current account;

[0326] The account attributes corresponding to at least two candidate accounts are the same as the account attributes of the current account;

[0327] The proportion of the account attributes corresponding to at least two candidate accounts belonging to preset attribute types reaches a preset proportion threshold.

[0328] The at least two candidate accounts are in the same region as the current account.

[0329] In some embodiments, the highlighted effect includes at least one of the following:

[0330] Enlarge the display of the first account element;

[0331] The first account element is displayed with a highlighted effect;

[0332] The first account element and the account details identifier are displayed together, and the account details identifier is used to indicate the account information of the first account;

[0333] The first account element and the preset decorative element are displayed together;

[0334] The first account element flashes while the terminal vibrates.

[0335] Play the interactive animation effect between the current account element and the first account element corresponding to the current account;

[0336] Play the game animation effects corresponding to the first account, which include video clips from virtual games in which the first account participated during the historical time period.

[0337] In some embodiments, the interactive matching interface is used to provide an interactive team mode for real-time interactive matching, and the at least two candidate accounts are accounts that are to be matched into the virtual game after the interactive team mode is triggered.

[0338] In summary, the device provided in this application, by highlighting account elements that send matching interaction signals to the current account in the interactive matching interface, can intuitively reflect the real-time matching intentions of other accounts for the current account. Furthermore, by receiving matching interaction operations on the highlighted account elements, team formation is completed, realizing a team formation method based on a dynamic, scenario-based interactive experience. This method can explicitly achieve two-way selection between accounts, satisfying the social needs based on real-time interactive matching, increasing the matching intentions between team-forming accounts, improving the efficiency of interactive matching-based team formation, and enhancing human-computer interaction efficiency.

[0339] Figure 17 shows a structural block diagram of a terminal 1700 provided in an exemplary embodiment of this application. The terminal 1700 may be a smartphone, tablet computer, MP3 player, MP4 player, laptop computer, or desktop computer. The terminal 1700 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names.

[0340] Typically, terminal 1700 includes a processor 1701 and a memory 1702. Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a central processing unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1701 may also include an Artificial Intelligence (AI) processor, which handles computational operations related to machine learning.

[0341] Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the interactive teaming method provided in the method embodiments of this application. In some embodiments, terminal 1700 also includes other components 1703. Those skilled in the art will understand that the structure shown in FIG17 does not constitute a limitation on terminal 1700, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0342] Embodiments of this application also provide a computer device, which can be implemented as a terminal or server as shown in FIG1. ​​The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the interactive team-up method provided in the above-described method embodiments.

[0343] Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the interactive team-up method provided in the above-described method embodiments.

[0344] Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the interactive team-up method provided in the above-described method embodiments.

Claims

1. An interactive team-up method, executed by a computer device, the method comprising: The interactive matchmaking interface is displayed. The interactive matchmaking interface includes candidate account elements and interface background corresponding to at least two candidate accounts. The candidate account elements are displayed on the interface background in a hash arrangement. The at least two candidate accounts are accounts to be matched into a virtual game. If, among the at least two candidate accounts, a first account sends a matching interaction signal to the current account, the first account element corresponding to the first account is displayed with a highlighting effect, where the current account refers to the account logged in on the computer device; Receive matching interaction operations for the first account element; In response to the matching interaction operation, the team-up result between the current account and the first account is displayed.

2. The method according to claim 1, wherein, The method of highlighting the first account element corresponding to the first account includes: The first account element is displayed with a highlighting effect corresponding to the signal strength of the matching interaction signal, and the visual salience of the highlighting effect is positively correlated with the signal strength; The signal strength is related to at least one of the following factors: The number of times the first account sends the matching interaction signal; The duration for which the first account sends the matching interaction signal; The timing at which the first account sends the matching interaction signal.

3. The method according to claim 1 or 2, wherein, The step of displaying the first account element with a highlight effect corresponding to the signal strength of the matched interaction signal includes: If the number of times the first account sends the matching interaction signal reaches the first number range, the element of the first account is displayed with a first highlight effect; If the number of times the first account sends the matching interaction signal reaches the second number range, the first account element is displayed with a second highlighting effect; Wherein, the upper limit of the number of times corresponding to the first number range is less than or equal to the lower limit of the number of times corresponding to the second number range, and the visual salience of the second emphasizing effect is higher than that of the first emphasizing effect.

4. The method according to any one of claims 1 to 3, wherein, The step of displaying the first account element with a highlight effect corresponding to the signal strength of the matched interaction signal includes: Based on the duration of the matching interaction signal sent by the first account, the elements of the first account are dynamically displayed with the highlighted effect, and the visual salience of the highlighted effect is positively correlated with the duration; or... Based on the sending time of the matching interaction signal sent by the first account, the element of the first account is dynamically displayed with the highlighting effect, and the visual prominence of the highlighting effect is negatively correlated with the time elapsed between the sending time and the current time.

5. The method according to any one of claims 1 to 4, wherein, The method further includes: If, among the at least two candidate accounts, a second account and a third account simultaneously send the matching interaction signal to the current account, based on the historical interaction data corresponding to the second account and the third account, the second account element corresponding to the second account is displayed with a second highlighting effect, and the third account element corresponding to the third account is displayed with a third highlighting effect; Wherein, if the historical interaction data indicates that the number of historical interactions of the second account is greater than the number of historical interactions of the third account, the visual salience of the second highlighting effect is lower than that of the third highlighting effect; the number of historical interactions refers to the number of times the matching interaction signal was sent to other accounts within a historical time period.

6. The method according to any one of claims 1 to 5, wherein, The method of highlighting the first account element corresponding to the first account includes: The first account element is displayed with the highlighted effect based on the account attributes of the first account, and the effect type of the highlighted effect corresponds to the account attributes.

7. The method according to any one of claims 1 to 6, wherein, The method of displaying the first account element with the highlighted effect based on the account attributes of the first account includes: When the account attribute of the first account corresponds to the first account attribute, the first account element is displayed with a highlight effect of the first effect type. The highlight effect of the first effect type includes displaying a highlight element of the first color at the boundary position of the first account element and displaying a first decorative element on the first account element. When the account attribute of the first account corresponds to the second account attribute, the first account element is displayed with a highlight effect of the second effect type. The highlight effect of the second effect type includes displaying a highlight element of the second color at the boundary position of the first account element and displaying a second decorative element on the first account element. Among them, the highlight element of the first color and the first decorative element have a corresponding relationship with the first account attribute, and the highlight element of the second color and the second decorative element have a corresponding relationship with the second account attribute.

8. The method according to any one of claims 1 to 7, wherein, When a first account sends a matching interaction signal to the current account among the at least two candidate accounts, the method of highlighting the first account element corresponding to the first account includes: When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the visible area is automatically moved to include the first account element displayed with the highlighted effect; or... When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, a guide icon is displayed in the visible area. The guide icon is used to guide the direction of the first account element relative to the visible area; or... When the first account element is outside the visible area of ​​the interactive matching interface, if the first account sends the matching interaction signal to the current account, the first account element is displayed to automatically move to the focus position of the visible area with the highlighting effect.

9. The method according to any one of claims 1 to 8, wherein, The at least two candidate accounts also include a fourth account, which is a candidate account that has not sent the matching interaction signal to the current account, and the fourth account corresponds to a fourth account element; The method further includes: In response to receiving a trigger operation for the fourth account element, the account information and interactive controls of the fourth account are displayed, and the interactive controls are used to send the matching interactive signal to the fourth account.

10. The method according to any one of claims 1 to 9, wherein, The interactive matching interface includes: In the interactive matching interface, candidate account elements corresponding to the at least two candidate accounts are displayed according to the matching distribution position. The matching distribution position refers to displaying the candidate accounts in the corresponding positions according to the matching scores corresponding to the at least two candidate accounts. The matching score is used to indicate the matching degree between the candidate account and the current account. The positional salience of the candidate account element is positively correlated with the matching score, where positional salience refers to the distance between the display position of the candidate account element and the focus display position.

11. The method according to any one of claims 1 to 10, wherein, The at least two candidate accounts match the current account, and the matching relationship includes at least one of the following: The account levels corresponding to the at least two candidate accounts are within the same preset level range as the account level of the current account; The account attributes corresponding to at least two candidate accounts are the same as the account attributes of the current account; The proportion of the account attributes corresponding to at least two candidate accounts belonging to preset attribute types reaches a preset proportion threshold. The at least two candidate accounts are in the same region as the current account.

12. The method according to any one of claims 1 to 11, wherein, The prominent effect includes at least one of the following: Enlarge the display of the first account element; The first account element is displayed with a highlighted effect; The first account element and the account details identifier are displayed together, and the account details identifier is used to indicate the account information of the first account; The first account element and the preset decorative element are displayed together; The first account element is displayed in a flashing effect accompanied by terminal vibration; Play the interactive animation effect between the current account element corresponding to the current account and the first account element; Play the game animation effects corresponding to the first account, which include video clips from virtual games in which the first account participated during the historical time period.

13. The method according to any one of claims 1 to 12, wherein, The interactive matching interface is used to provide an interactive team mode for real-time interactive matching. The at least two candidate accounts are accounts that will be matched into the virtual game after the interactive team mode is triggered.

14. An interactive team-up device, the device comprising: The display module is used to display the interactive matchmaking interface, which includes candidate account elements corresponding to at least two candidate accounts and an interface background. The candidate account elements are displayed on the interface background in a hash arrangement. The at least two candidate accounts are accounts to be matched into a virtual game. The display module is also used to highlight the first account element corresponding to the first account when a first account sends a matching interaction signal to the current account among the at least two candidate accounts. The current account refers to the account logged in on the computer device. The receiving module is used to receive matching interaction operations for the first account element; The display module is also configured to display the team-up result between the current account and the first account in response to the matching interaction operation.

15. A computer device comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement the interactive team-up method as described in any one of claims 1 to 13.

16. A computer-readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to implement the interactive team-up method as described in any one of claims 1 to 13.

17. A computer program product comprising a computer program that, when executed by a processor, implements the interactive team-up method as described in any one of claims 1 to 13.