Virtual Role Camp Switching via Kill Feedback
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In virtual scenes, such as games, the existing camp allocation method for virtual roles is fixed, making it inefficient for users to adjust the camp of a virtual role without ending the virtual scene or waiting for random re-allocation, leading to low efficiency in camp adjustments and human-computer interaction.
Innovation Solution
A method and apparatus that allows virtual roles to switch camps based on interactions within the virtual scene, where a virtual role changes camp when killed by an opponent, and the winning camp is determined by the status of remaining roles or task duration, enabling dynamic camp adjustments without ending the task.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If fixed camp allocation method is used, then camp assignment is simple and stable, but camp adjustment efficiency is low
Solution Approach 1:
The camp allocation mechanism transitions from a static fixed assignment to a dynamic system where roles can switch camps during the virtual scene based on kill events. The system continuously monitors role status and automatically reassigns camps without requiring scene termination, making the allocation adaptive and responsive to game state changes.
Solution Approach 2:
The system implements feedback by monitoring kill events in real-time and using this information to trigger camp switching. When a role is killed by an opponent, the system detects this event and automatically switches the killed role's camp to the opponent's camp, creating a closed-loop control system that responds to game state changes.
2Ease of operation
If camp adjustment requires ending virtual scene operation, then camp allocation is controlled, but user interaction efficiency is low
Solution Approach 1:
The system prepares the camp switching mechanism in advance by establishing the rules and detection systems before the virtual scene begins. The automatic camp switching capability is pre-configured, so when kill events occur, the system can immediately execute camp reassignment without requiring scene termination or user intervention, saving time and improving interaction efficiency.
Solution Approach 2:
The system performs camp adjustment automatically through self-service mechanisms. The kill detection system and camp switching logic operate autonomously without requiring user action or scene termination. The system monitors itself, detects kill events, and executes camp reassignment automatically, eliminating the need for manual intervention and reducing time loss.
3Productivity
If random re-allocation is used, then camp assignment is simple, but adjustment frequency and efficiency are low
Solution Approach 1:
The system uses feedback from kill events to trigger camp switching, creating a responsive adjustment mechanism. Each kill event provides information that feeds into the camp allocation system, which then automatically adjusts camps based on this feedback, enabling frequent and relevant adjustments without requiring complex random re-allocation processes.
Solution Approach 2:
The system changes the camp parameter dynamically based on kill events rather than using fixed or random assignment. The camp allocation is adjusted in real-time by changing the camp parameter of killed roles to their opponent's camp, enabling frequent and meaningful adjustments that respond to game state changes without requiring complex re-allocation mechanisms.
Data Source
AI summary
This application discloses a virtual role control method performed by a computer device. The method includes: displaying, on a display interface, a virtual scene corresponding to a virtual task, the virtual scene comprising at least one virtual role belonging to a first camp and at least one virtual role belonging to a second camp; when a first target virtual role in the first camp is killed by a virtual role of the second camp, switching the first target virtual role from the first camp to the second camp; when all the virtual roles of the first camp are killed in the virtual scene, displaying that the second camp wins on the display interface; and when a duration for executing the virtual task reaches a predetermined duration and at least one virtual role of the first camp still exists in the virtual scene, displaying that the first camp wins on the display interface.


