Virtual Battle Tactic Prompting for Faster Tactical Execution

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

The process of selecting and executing tactics in virtual battles is complex and inefficient, relying heavily on user proficiency, leading to low execution success rates and reduced human-computer interaction efficiency.

Innovation Solution

A method and apparatus that automatically selects a tactic mode and provides prompt information for executing the tactic, guiding virtual objects in a virtual scene through a layout rule and action mode, enhancing tactic execution efficiency and success rates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the user manually selects and controls tactics in virtual battles, then the user has full control over tactic execution, but the process becomes complex and time-consuming, reducing tactic execution efficiency

Engineering Contradiction:
Improvetactic selection and execution processVSAvoidtactic execution efficiency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system enables automatic tactic selection and execution where the virtual objects autonomously determine and carry out tactics without requiring manual user intervention. The computer device automatically selects from candidate tactics and controls the virtual objects to execute the chosen tactic, making the system self-sufficient in tactic management.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system pre-generates multiple candidate tactics before the virtual battle begins. When automatic tactic selection is enabled, the system can quickly choose from these pre-prepared options, avoiding the need for real-time manual selection during the battle, thus improving execution speed.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If the user manually executes tactics, then the user can adapt to different situations, but the execution success rate depends on user proficiency, leading to low success rates when the user is not familiar with the tactic

Engineering Contradiction:
Improvetactic execution success rateVSAvoiduser proficiency requirement
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system transfers the tactic execution task from the user to the virtual objects themselves. The computer device controls the virtual objects to automatically execute tactics based on the selected tactic mode, eliminating the need for user proficiency in manual execution and ensuring consistent, reliable tactic implementation.

Inventive Principle:
Principle #25Self-service

3Manufacturing precision

If the system provides detailed tactic prompt information and layout rules, then the tactic execution becomes more accurate and successful, but the information processing and guidance generation becomes more complex

Engineering Contradiction:
Improvetactic execution accuracyVSAvoidprompt information generation system
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system pre-defines layout rules and reference battle actions for each tactic mode in advance. When a tactic is selected, the corresponding pre-prepared prompt information and layout rules are automatically displayed, eliminating the need for complex real-time generation and reducing system complexity while maintaining execution accuracy.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260007971A1Method and apparatus for determining tactics in virtual scene, device, medium, and product
Publication Date: 2026.01.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260007971A1 patent drawing
  • US20260007971A1 patent drawing
  • US20260007971A1 patent drawing

AI summary

A method for determining tactics in a virtual scene is performed by a computer device. The method includes: displaying a plurality of associated virtual objects and a plurality of battling virtual objects in a virtual scene; automatically selecting a first tactic mode in response to receiving an automatic tactic selection operation by a user of the computer device; displaying tactic prompt information corresponding to the first tactic mode, the tactic prompt information being configured for prompting the plurality of associated virtual objects to perform a reference battle action corresponding to the first tactic mode based on a layout rule indicating positioning of the plurality of associated virtual objects in the virtual scene associated with the first tactic mode; and generating a tactic execution animation, the tactic execution animation comprising an animation in which the plurality of associated virtual objects perform the reference battle action.