CN113426121B - Game control method, game control device, storage medium and computer equipment - Google Patents

Game control method, game control device, storage medium and computer equipment Download PDF

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Publication number
CN113426121B
CN113426121B CN202110686681.1A CN202110686681A CN113426121B CN 113426121 B CN113426121 B CN 113426121B CN 202110686681 A CN202110686681 A CN 202110686681A CN 113426121 B CN113426121 B CN 113426121B
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player
game
willing
over
game role
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CN113426121A (en
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沈姿绮
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the application discloses a method, a device, a storage medium and computer equipment for controlling game roles. The method comprises the following steps: when the first player is determined to hang up in the current multi-player fight game, displaying opinion solicitation information on a graphical user interface whether the second player is willing to take over the first game role; if the second player is willing to take over the first game role, the first game role is handed over to the second player willing to take over according to a preset take-over strategy; switching the current control object of the second player from the second game role to the first game role, and transferring the second game role to a preset algorithm for control; and displaying the result of the second player operating the first game role and the result of the preset algorithm operating the second game role on the graphical user interface. The technical scheme provided by the application enables the second player taking over the first game role to reach the expectation of the first player when the first game role is controlled.

Description

Game control method, game control device, storage medium and computer equipment
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game control method, apparatus, storage medium, and computer device.
Background
For various reasons, in a multiplayer combat (Player Versus Player, PVP) game, some players may hang up and use an intelligent combat mode, i.e., the character that was originally manipulated by the on-hook player performs some combat actions under the control of a preset algorithm. However, due to the fixed logic of the preset algorithm, the character under the control of the algorithm cannot change tactics or skills according to the change of the actual combat scene, and in most cases, the expectation of the on-hook player cannot be reached.
Disclosure of Invention
The embodiment of the application provides a game control method, a game control device, a storage medium and computer equipment, so that a game role controlled by a player can still achieve the expected effect when the player hangs up.
The embodiment of the application provides a game control method, which comprises the following steps:
when a first player in a current multiplayer game is determined to hang up, displaying opinion solicitation information about whether a second player is willing to take over a first game role or not on a graphical user interface, wherein the second player is at least one player which is in the same battle as the first player in the current multiplayer game and is not yet hung up, and the first game role is a control object before the first player hangs up;
If the second player is willing to take over the first game role, the first game role is handed over to the second player according to a preset take-over strategy;
switching the current control object of the second player from a second game role to the first game role, and transferring the second game role to the preset algorithm control, wherein the second game role is the control object of the second player before taking over the first game role;
and displaying the result of the second player on the first game role and the result of a preset algorithm on the second game role in the graphical user interface.
Optionally, the handing over the first game role to the second player willing to take over according to a preset take-over policy includes: if only one of the second players willing to take over the first game character, handing over the first game character to the only second player; if a plurality of second players willing to take over the first game role are provided, sequencing the time sequence of the plurality of second game players for taking over the first game role; the first game character is handed over to the second player whose symptomatic time is ranked first.
Optionally, the handing over the first game role to the second player willing to take over according to a preset take-over policy includes: if only one of the second players willing to take over the first game character, handing over the first game character to the only second player; if the second player willing to take over the first game role has a plurality of second players, acquiring characteristic values of the plurality of second players willing to take over; calculating the similarity between each second player of the plurality of second players and the first player according to the characteristic values of the plurality of second players; and handing over the first game role to the second player with the maximum similarity.
Optionally, the calculating the similarity between each second player of the plurality of second players and the first player according to the characteristic values of the plurality of second players includes: clustering the plurality of second players according to the characteristic values of the plurality of second players to form a plurality of second player clusters; and calculating the similarity between the center of each of the plurality of second player clusters and the first player.
Optionally, the handing over the first game role to the second player willing to take over according to a preset take-over policy includes: if only one of the second players willing to take over the first game character, handing over the first game character to the only second player; if a plurality of second players willing to take over the first game role are provided, preprocessing the current game state data of the plurality of second players willing to take over to obtain game state data in a standard format; inputting the game state data in the standard format into a win rate prediction model to obtain win/lose prediction results of a plurality of second players; and transferring the first game role to a second player with the first predicted winning rate in the winning or losing predicted result.
Optionally, the preprocessing the current game state data of the plurality of second players willing to take over to obtain game state data in a standard format includes: normalizing the numerical states of the game roles controlled by the plurality of second players willing to take over; sequencing the numerical states after normalization processing, and adding the sequential percentage values corresponding to the game roles which are willing to take over by the second player as new numerical states into a state vector; and obtaining the maximum value of states in all numerical states of the state vector, and generating a high-dimensional compression matrix according to the maximum value.
Optionally, the switching the current control object of the second player from the second game role to the first game role and handing over the second game role to the preset algorithm control includes: and responding to the first switching operation of the second player on the control object, switching the current control object of the second player from the second game role to the first game role, and transferring the second game role to the preset algorithm control.
Optionally, the method further comprises: and responding to a second switching operation of the second player on the control object, switching the current control object of the second player from the first game role to the second game role, and handing over the first game role to the preset algorithm control.
The embodiment of the application also provides a game control device, which comprises:
the first display module is used for displaying opinion solicitation information whether a second player is willing to take over a first game role or not on a graphical user interface when a first player in a current multiplayer combat game is determined to be on-hook, wherein the second player is at least one player which is in the same camp as the first player in the current multiplayer combat game and is not on-hook yet, and the first game role is a control object before the first player is on-hook;
a first game role transfer module, configured to transfer the first game role to the second player according to a preset takeover policy if the second player is willing to take over the first game role;
a second role transfer module, configured to switch a current control object of the second player from a second game role to the first game role, and transfer the second game role to the preset algorithm control, where the second game role is a control object of the second player before taking over the first game role;
and the second display module is used for displaying the result of the second player operating the first game role and the junction of the second game role operated by a preset algorithm on the graphical user interface.
Embodiments of the present application also provide a computer readable storage medium storing a computer program adapted to be loaded by a processor to perform the steps in the game manipulation method according to any of the embodiments above.
The embodiment of the application further provides a computer device, which comprises a memory and a processor, wherein the memory stores a computer program, and the processor executes the steps in the game control method according to any embodiment by calling the computer program stored in the memory.
According to the technical scheme provided by the embodiment of the application, when the first player is detected to have the on-hook action, the first game role is handed over to the second player as long as the second player which is in the same camp with the first player and has not been on-hook is willing to take over the first game role controlled before the first player hangs up. Since the second player is in the same camp as the first player and is handed over according to the preset takeover strategy at the time of the hand-over, this allows the second player who takes over the first game character to be comparable to the first player in the level of manipulation of the first game character (e.g., the winning rate when fighting is comparable to, or even greater than, the winning rate when the first player is manipulating the first game character), thereby achieving the first player's expectations.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic system diagram of a game console according to an embodiment of the present application.
Fig. 2 is a flow chart of a game control method according to an embodiment of the present application.
Fig. 3 is a schematic diagram of displaying opinion solicitation information of whether a second player is willing to take over a first game character on a graphical user interface of a current multiplayer game according to an embodiment of the present application.
Fig. 4 is a schematic diagram of displaying a result that a first game character is handed over on a graphical user interface according to an embodiment of the present application.
Fig. 5 is a schematic structural diagram of a game console according to an embodiment of the present application.
Fig. 6 is a schematic structural diagram of a game console according to another embodiment of the present application.
Fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
The embodiment of the application provides a game control method, a game control device, a storage medium and computer equipment. Specifically, the game control method of the embodiment of the application may be executed by a computer device, where the computer device may be a terminal or a server. The terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc., and the terminal device may further include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligent platforms.
For example, when the game manipulation method is run on the terminal, the terminal device stores a game application and is used to present a virtual scene in a game screen. The terminal device is used for interacting with a user through a graphical user interface, for example, the terminal device downloads and installs a game application program and runs the game application program. The way in which the terminal device presents the graphical user interface to the user may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device, or presented by holographic projection. For example, the terminal device may include a touch display screen for presenting a graphical user interface including game screens and receiving operation instructions generated by a user acting on the graphical user interface, and a processor for running the game, generating the graphical user interface, responding to the operation instructions, and controlling the display of the graphical user interface on the touch display screen.
For example, when the game manipulation method is run on a server, it may be a cloud game. Cloud gaming refers to a game style based on cloud computing. In the cloud game operation mode, an operation main body of the game application program and a game picture presentation main body are separated, and the storage and operation of the game control method are completed on a cloud game server. The game image presentation is completed at a cloud game client, which is mainly used for receiving and sending game data and presenting game images, for example, the cloud game client may be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., near a user side, but the terminal device for processing game data is a cloud game server in the cloud. When playing the game, the user operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
Referring to fig. 1, fig. 1 is a schematic system diagram of a game console according to an embodiment of the present application. The system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000. Terminal 1000 held by a user may be connected to servers of different games through network 4000. Terminal 1000 can be any device having computing hardware capable of supporting and executing software products corresponding to a game. In addition, terminal 1000 can have one or more multi-touch sensitive screens for sensing and obtaining input from a user through touch or slide operations performed at multiple points of one or more touch sensitive display screens. In addition, when the system includes a plurality of terminals 1000, a plurality of servers 2000, and a plurality of networks 4000, different terminals 1000 may be connected to each other through different networks 4000, through different servers 2000. The network 4000 may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, the different terminals 1000 may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. For example, multiple users may be online through different terminals 1000 so as to be connected via an appropriate network and synchronized with each other to support multiplayer games. In addition, the system may include a plurality of databases 3000, the plurality of databases 3000 being coupled to different servers 2000, and information related to the game environment may be continuously stored in the databases 3000 while different users play the multiplayer game online.
The embodiment of the application provides a game control method which can be executed by a terminal or a server. The embodiment of the application is described by taking a game control method executed by a terminal as an example. The terminal comprises a touch display screen and a processor, wherein the touch display screen is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface. When a user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite-end server by responding to the received operation instruction. For example, the user-generated operational instructions for the graphical user interface include instructions for launching the gaming application, and the processor is configured to launch the gaming application after receiving the user-provided instructions for launching the gaming application. Further, the processor is configured to render and draw a graphical user interface associated with the game on the touch-sensitive display screen. A touch display screen is a multi-touch-sensitive screen capable of sensing touch or slide operations performed simultaneously by a plurality of points on the screen. The user performs touch operation on the graphical user interface by using a finger, and when the graphical user interface detects the touch operation, the graphical user interface controls different virtual objects in the graphical user interface of the game to perform actions corresponding to the touch operation. For example, the game may be any one of a leisure game, an action game, a role playing game, a strategy game, a sports game, a educational game, and the like. Wherein the game may comprise a virtual scene of the game drawn on a graphical user interface. Further, one or more virtual objects, such as virtual characters, controlled by a user (or player) may be included in the virtual scene of the game. In addition, one or more obstacles, such as rails, ravines, walls, etc., may also be included in the virtual scene of the game to limit movement of the virtual object, e.g., to limit movement of the one or more objects to a particular area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, a game may include a player controlled virtual object and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be computer controlled, such as a robot using an Artificial Intelligence (AI) algorithm, implementing a human-machine engagement mode. For example, virtual objects possess various skills or capabilities that a game player uses to achieve a goal. For example, the virtual object may possess one or more weapons, props, tools, etc. that may be used to eliminate other objects from the game. Such skills or capabilities may be activated by the player of the game using one of a plurality of preset touch operations with the touch display screen of the terminal. The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a touch operation of the user.
Referring to fig. 2, a flow chart of a game control method according to an embodiment of the present application mainly includes steps S201 to S204, and is described in detail as follows:
in step S201, when it is determined that the first player hangs up in the current multiplayer game, opinion solicitation information about whether the second player is willing to take over the first game role is displayed on the graphical user interface, where the second player is at least one player who is in the same camp as the first player in the current multiplayer game and has not hung up yet, and the first game role is a manipulation object before the first player hangs up.
In the embodiment of the application, when the first player is still not detected to enter the graphical user interface of the game after a preset time (for example, 60 seconds) and/or is detected to enter the graphical user interface of the game after the start of the multi-player fighting game, the first player is still not detected to execute actions such as moving the first game character controlled by the first player, leaving the birth place, changing equipment, looking up place information and the like within the preset time (for example, 60 seconds), then it may be determined that the first player has hung up in the current multi-player fighting game. Once it is determined that the first player in the current multiplayer game hangs up, opinion solicitation information is displayed on a graphical user interface (e.g., a graphical user interface of the current multiplayer game) whether the second player is willing to take over the first game character, as shown in fig. 3. The second player is at least one player who is in the same camp as the first player in the current multiplayer game and has not hung up, and the first game character is a control object before the first player hangs up.
In step S202, if the second player is willing to take over the first game role, the first game role is handed over to the second player willing to take over according to the preset take-over policy.
Unlike the prior art in which the game character manipulated by the player is handed over to a preset algorithm (e.g., artificial intelligence) to take over when the player hangs up, in the embodiment of the present application, after the graphical user interface displays opinion solicitation information whether the second player is willing to take over the first game character, the first game character is handed over to the second player according to the preset take over strategy as long as there is a game character that the player is willing to take over before the first player hangs up. Considering that when a plurality of second players are willing to take over a game character played before a first player hangs up, the player who is considered to be the first to indicate willingness is often the most honest or most aggressive, as one embodiment of the present application, handing over the first game character to the second player according to a preset take-over policy may be: if there is only one second player willing to take over the first game character, then the first game character is handed over to the only second player willing to take over; if the second player willing to take over the first game role has a plurality of second players, sequencing the time sequence of taking over the first game role by the plurality of second players willing to take over the first game role; the first game character is handed over to the second player whose symptom time is ranked first. It should be noted that, when the plurality of second players should take over the first game role, when responding to the opinion solicitation information displayed by the graphical user interface, if the second player is willing to take over the first game role, the response information is marked with time stamp information, so that the time sequence of taking over the first game role by the plurality of second players should be ordered according to the time stamp information.
In another embodiment of the present application, the transfer of the first game role to the second player willing to take over according to the preset take-over policy may be implemented through steps S2021 to S2024, which are described as follows:
step S2021: if there is only one second player willing to take over the first game character, the first game character is handed over to the only second player.
In the embodiment of the application, when only one second player who is willing to take over the first game role is provided, on the premise that the transfer of the first game role to the preset algorithm is not optimal, only the first game role can be transferred to the only second player due to the lack of choice.
Step S2022: if the second player willing to take over the first game role has a plurality of second players, the characteristic values of the plurality of second players are obtained.
In the embodiment of the present application, the characteristic value of the player may be quantization of the characteristic of the player, and considering that the characteristic of the player is generally described from multiple dimensions, the quantization of the characteristic of the player herein may further be vectorization of the characteristic of the player, that is, the characteristic value of the second player is the characteristic vector value of the second player. Qualitatively, the characteristics of the player refer to characteristic information for characterizing the actual game level of the player, such as image information of the player, game behavior information, game level information, etc., wherein the information of the player refers to related information for describing the image of the player, such as age, sex, region, historical payment, etc., and the game behavior information refers to game characteristics and statistic characteristics for describing the game style, historical state, and current initial state of the player, such as total number of rounds, odds, continuous number, amount of gold medals, etc. Obviously, the game level information refers to capability value information of the player. The user characteristics include not only the above-listed image information, game behavior information, and game level information of the player, but also other characteristics, and the present application is not limited thereto.
Step S2023: and calculating the similarity between each second player and the first player in the plurality of second players according to the characteristic values of the plurality of second players.
As described above, the characteristic value of the player is the characteristic vector value of the player, and in the embodiment of the present application, the method of acquiring the characteristic values of the plurality of second players is equivalent to the method of acquiring the characteristic values of the first player, in other words, the same technical scheme as in step S2022 may be adopted to acquire the characteristic values of the first player. After the feature values of the first player and the feature values of the second players are obtained, the similarity between each of the plurality of second players and the first player can be calculated according to the feature values of the plurality of second players.
In one embodiment of the present application, calculating the similarity between each of the plurality of second players and the first player according to the feature values of the plurality of second players may be: clustering the plurality of second players according to the characteristic values of the plurality of second players to form a plurality of second player clusters, and calculating the similarity between the center of each of the plurality of second player clusters and the first player. In the above embodiment, the clustering algorithm used when the plurality of second players are clustered to form the plurality of second player clusters may be any existing clustering algorithm, for example, a K-MEANS clustering algorithm, a mean shift clustering algorithm, a DBSCAN clustering algorithm, a hierarchical clustering algorithm, and the like, which is not limited in this application. It should be noted that, in the embodiment of the present application, it is not necessary to mechanically calculate the similarity between each of the plurality of second players and the first player. As described above, since a plurality of second players have been clustered in advance, a plurality of second player clusters are formed. According to the principle of the clustering algorithm, in each second player cluster, the similarity between the second players exceeds a certain threshold, and the characteristic of the center (the center is a certain second player) of each second player cluster can represent the characteristic of all the second players in the cluster, so that when the similarity between the center of each cluster and the first player is calculated, the similarity between each second player in the cluster and the first player is calculated, compared with the actual calculation of the similarity between each second player in the cluster and the first player, the method saves the calculation amount and improves the efficiency.
Step S2024: the first game character is handed over to a second player having the greatest similarity to the first player.
As described above, since the characteristics of the player characterize the characteristic information of the true game level of the player, when a player most similar to the first player, that is, the player most similar to the first player than the other second players, is obtained by the calculation of step S2023, the player most similar to the first player is the highest in similarity, and the first player is most represented at the game play level, and therefore, it is also reasonable to transfer the first game character to the second player most similar to the first player.
It should be noted that, the method for calculating the similarity between each of the plurality of second players and the first player may be a cosine similarity calculation method or other similarity calculation methods, which is not limited in this application.
In another embodiment of the present application, the transfer of the first game character to the second player willing to take over according to the preset take-over policy may be implemented by steps S '2021 to S'2024, which are described as follows:
step S'2021: if there is only one second player willing to take over the first game character, the first game character is handed over to the only second player.
As in the previous embodiment, in step S'2021, when there is only one second player willing to take over the first game character, if the transfer of the first game character to the preset algorithm is not optimal, then the first game character can be transferred to only the second player because there is no room for selection.
Step S'2022: if the second player willing to take over the first game role has a plurality of players, preprocessing the current game state data of the plurality of second players willing to take over to obtain the game state data in the standard format.
In the embodiment of the present application, the preprocessing of the current game status data of the plurality of second players willing to take over may be that: normalizing the numerical states of the game roles controlled by the plurality of second players; then, sorting the numerical states after normalization processing, and adding the sequential percentage values corresponding to the game roles controlled by the plurality of second players into a state vector as new numerical states; and finally, obtaining the maximum value of the states in all the numerical states of the state vector, and generating a high-dimensional compression matrix according to the maximum value of the states in all the numerical states of the state vector.
Step S'2023: the game state data in the standard format obtained in the step S'2022 is input into a win-or-lose prediction model to obtain the win-or-lose prediction results of a plurality of second players.
In the embodiment of the application, the win-win ratio prediction model is trained by historical game state data in advance and is used for predicting the win-win ratio of a player in a certain game. Accordingly, when the game state data in the standard format obtained via step S'2022 is input to the win/loss prediction model, the win/loss prediction results of the plurality of second players can be obtained.
Step S'2024: the first game character is handed over to a second player with a first predicted odds in the win/loss prediction.
In a multiplayer game, the winning opponent is the expectation of a plurality of players. Based on the above facts, in the embodiment of the present application, after the win/loss prediction results of the plurality of second players are obtained through step S'2023, the win/loss prediction results of the plurality of second players may be ranked, and then the first game character is handed over to the second player whose predicted win/loss prediction result is the first. And compared with other second players, the first game role is handed over to the second player with the first predicted winning rate in the winning and losing predicted result, and the second player has the highest winning probability in the current multi-player fight game and accords with the expectation of the first player.
In the above embodiment, after the first game character is handed over to the second player willing to take over according to the preset take-over policy, the result of the first game character being handed over may be displayed on the graphical user interface. In particular, information of the first game character and the second game character may be displayed in a sub-region of the graphical user interface, where the sub-region is a graphical user interface of the second player in the graphical user interface, as shown in fig. 4.
Step S203, the current control object of the second player willing to take over is switched from the second game role to the first game role, and the second game role is handed over to the preset algorithm control, wherein the second game role is the control object of the second player before taking over the first game role.
In an alternative embodiment, after the second player takes over the first game character, the system may switch the second player's current play object from the second game character directly to play the first game character and hand over the second game character to the preset algorithm control.
In another alternative embodiment, in response to a first switching operation of the manipulation object by the second player, the current manipulation object of the second player is switched from the second game character to the first game character, and the second game character is handed over to a preset algorithm control. The second player takes over the first game character, but after taking over, the second player still plays the second game character by default, and only after the second player switches the play object, the second player switches to play the first game character.
Step S204, displaying the result of the control of the first game role by the second player willing to take over and the result of the control of the second game role by the preset algorithm on the graphical user interface.
After the second player takes over the first game character (i.e., the game character that the first player had played before taking over the machine), the second player may issue a play command to the first game character, and at the same time, the preset algorithm also starts issuing a play command to the second game character (i.e., the game character that the second player had played before taking over the first game character). Thus, in response to these manipulation instructions, the results of the manipulation of the first game character and the results of the manipulation of the second game character by the preset algorithm are displayed on the graphical user interface.
In the embodiment of the present application, the method further includes: switching the current control object of the second player from the first game role to the second game role in response to a second switching operation of the control object by the second player, and handing over the first game role to a preset algorithm control; and responding to a second switching operation of the second player on the terminal of the graphical user interface, handing over the second game role to a preset algorithm to control and take over the first game role again, wherein the first switching operation or the second switching operation can be double-click or the like on the back of the terminal of the graphical user interface.
According to the game control method provided by the embodiment of the application, when the first player is detected to have the on-hook action, as long as the second player which is in the same camp with the first player and is not on-hook is willing to take over the first game role controlled before the first player is on-hook, the first game role is handed over to the second player. Since the second player is in the same camp as the first player and is handed over according to the preset takeover strategy at the time of the hand-over, this allows the second player who takes over the first game character to be comparable to the first player in the level of manipulation of the first game character (e.g., the winning rate when fighting is comparable to, or even greater than, the winning rate when the first player is manipulating the first game character), thereby achieving the first player's expectations.
In order to facilitate better implementation of the game control method of the embodiment of the application, the embodiment of the application also provides a game control device. Fig. 5 is a schematic structural diagram of a game console according to an embodiment of the present application. The game manipulation device may include a first display module 501, a first character transfer module 502, a second character transfer module 503, and a second display module 504, wherein:
A first display module 501, configured to display, on a graphical user interface, opinion solicitation information about whether a second player is willing to take over a first game role when determining that a first player hangs up in a current multiplayer game, where the second player is at least one player that is in the same camp as the first player in the current multiplayer game and has not hung up yet, and the first game role is a manipulation object before the first player hangs up;
a first role-shift module 502, configured to shift, if the second player is willing to take over the first game role, the first game role to the second player willing to take over according to a preset take-over policy;
a second character handing-over module 503, configured to switch a current control object of the second player from the second game character to the first game character, and hand over the second game character to a preset algorithm for control, where the second game character is a control object of the second player before taking over the first game character;
and the second display module 504 is configured to display, on the graphical user interface, a result of the second player's manipulation of the first game character and a result of the preset algorithm's manipulation of the second game character.
Alternatively, the first character shift module 502 illustrated in fig. 5 may include a first handover unit, a ranking unit, and a second handover unit, wherein:
A first transfer unit for transferring the first game character to only one second player if the second player who is willing to take over the first game character has only one;
a ranking unit, configured to rank the time sequences in which the plurality of second game players should sign to take over the first game role if the plurality of second players willing to take over the first game role are provided;
and a second transfer unit for transferring the first game character to a second player whose symptom time is ranked first.
Optionally, the first character transfer module 502 illustrated in fig. 5 may include a first transfer unit, an acquisition unit, a calculation unit, and a third transfer unit, where:
a first transfer unit for transferring the first game character to only one second player if the second player who is willing to take over the first game character has only one;
the acquisition unit is used for acquiring the characteristic values of the plurality of second players willing to take over if the second players willing to take over the first game role have a plurality of second players;
a calculating unit configured to calculate a similarity between each of the plurality of second players and the first player based on the feature values of the plurality of second players;
and a third transfer unit for transferring the first game character to a second player having the greatest similarity with the first player.
Optionally, the calculating unit may include a clustering unit and a similarity calculating unit, where:
the clustering unit is used for clustering the plurality of second players according to the characteristic values of the plurality of second players to form a plurality of second player clusters;
and the similarity calculation unit is used for calculating the similarity between the center of each of the plurality of second player clusters and the first player.
Alternatively, the first character transfer module 502 illustrated in fig. 5 may include a first transfer unit, a preprocessing unit, a prediction unit, and a fourth transfer unit, wherein:
a first transfer unit for transferring the first game character to only one second player who is willing to take over the first game character, if the second player has only one;
the preprocessing unit is used for preprocessing the current game state data of the plurality of second players willing to take over if the plurality of second players willing to take over the first game role exist, so as to obtain game state data in a standard format;
the prediction unit is used for inputting game state data in a standard format into the winning rate prediction model to obtain winning or losing prediction results of a plurality of second players;
and a fourth transfer unit for transferring the first game character to the second player whose predicted winning rate is the first one of the winning or losing predicted outcomes.
Optionally, the preprocessing unit of the above example may include a normalization unit, a state vector generation unit, and a matrix generation unit, where:
the normalization unit is used for normalizing the numerical states of the game roles controlled by the plurality of second players;
the state vector generation unit is used for sequencing the numerical value states after normalization processing, and adding the sequential percentage values corresponding to the game roles controlled by the plurality of second players into the state vector as new numerical value states;
and the matrix generation unit is used for acquiring the maximum value of the states in all the numerical states of the state vector and generating a high-dimensional compression matrix according to the maximum value of the states in all the numerical states of the state vector.
Optionally, the second character transferring module 503 illustrated in fig. 5 is specifically configured to, in response to a first switching operation of the second player on the control object, switch the current control object of the second player from the second game character to the first game character, and transfer the second game character to a preset algorithm for control.
Fig. 6 is a schematic structural diagram of a game console according to an embodiment of the present application. Fig. 6 differs from fig. 5 in that: the game console device further comprises a third color shift module 601, configured to switch the current control object of the second player from the first game role to the second game role in response to the second switching operation of the control object by the second player, and shift the first game role to a preset algorithm for control.
All the above technical solutions may be combined to form an optional embodiment of the present application, which is not described here in detail.
As can be seen from the game console provided in the embodiment of the present application, when the first player is detected to have an on-hook action, as long as the second player who is in the same camp as the first player and has not been on-hook is willing to take over the first game character controlled before the first player hangs up, the first game character is handed over to the second player. Since the second player is in the same camp as the first player and is handed over according to the preset takeover strategy at the time of the hand-over, this allows the second player who takes over the first game character to be comparable to the first player in the level of manipulation of the first game character (e.g., the winning rate when fighting is comparable to, or even greater than, the winning rate when the first player is manipulating the first game character), thereby achieving the first player's expectations.
Correspondingly, the embodiment of the application also provides a computer device, which can be a terminal or a server, wherein the terminal can be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC, personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and the like. Fig. 7 is a schematic structural diagram of a computer device according to an embodiment of the present application, as shown in fig. 7. The computer apparatus 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
Processor 401 is a control center of computer device 400 and connects the various portions of the entire computer device 400 using various interfaces and lines to perform various functions of computer device 400 and process data by running or loading software programs and/or modules stored in memory 402 and invoking data stored in memory 402, thereby performing overall monitoring of computer device 400.
In the embodiment of the present application, the processor 401 in the computer device 400 loads the instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 executes the application programs stored in the memory 402, so as to implement various functions:
when the first player in the current multiplayer fight game is determined to hang up, displaying opinion solicitation information about whether a second player is willing to take over the first game role or not on a graphical user interface, wherein the second player is at least one player which is in the same camp as the first player in the current multiplayer fight game and is not hung up yet, and the first game role is a control object before the first player hangs up; if the second player is willing to take over the first game role, the first game role is handed over to the second player willing to take over according to a preset take-over strategy; switching the current control object of the second player from the second game role to the first game role, and transferring the second game role to a preset algorithm for control, wherein the second game role is the control object of the second player before taking over the first game role; and displaying the result of the second player operating the first game role and the result of the preset algorithm operating the second game role on the graphical user interface.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 7, the computer device 400 further includes: a touch display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 7 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 403 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 401, and can receive and execute commands sent from the processor 401. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 401 to determine the type of touch event, and the processor 401 then provides a corresponding visual output on the display panel in accordance with the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 403 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 403 may also implement an input function as part of the input unit 406.
In the embodiment of the application, the processor 401 executes the game application program to generate a graphical user interface on the touch display screen 403, where the virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display 403 is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The radio frequency circuitry 404 may be used to transceive radio frequency signals to establish wireless communications with a network device or other computer device via wireless communications.
The audio circuitry 405 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 405 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 405 and converted into audio data, which are processed by the audio data output processor 401 and sent via the radio frequency circuit 404 to, for example, another computer device, or which are output to the memory 402 for further processing. The audio circuit 405 may also include an ear bud jack to provide communication of the peripheral ear bud with the computer device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the computer device 400. Alternatively, the power supply 407 may be logically connected to the processor 401 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 407 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 7, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, when the computer device provided in this embodiment detects that the first player has an on-hook action, the first game character is handed over to the second player as long as the second player who is in the same camp with the first player and has not been on-hook is willing to take over the first game character controlled before the first player hangs up. Since the second player is in the same camp as the first player and is handed over according to the preset takeover strategy at the time of the hand-over, this allows the second player who takes over the first game character to be comparable to the first player in the level of manipulation of the first game character (e.g., the winning rate when fighting is comparable to, or even greater than, the winning rate when the first player is manipulating the first game character), thereby achieving the first player's expectations.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform steps in any of the game manipulation methods provided by embodiments of the present application. For example, the computer program may perform the steps of:
when the first player in the current multiplayer fight game is determined to hang up, displaying opinion solicitation information about whether a second player is willing to take over the first game role or not on a graphical user interface, wherein the second player is at least one player which is in the same camp as the first player in the current multiplayer fight game and is not hung up yet, and the first game role is a control object before the first player hangs up; if the second player is willing to take over the first game role, the first game role is handed over to the second player willing to take over according to a preset take-over strategy; switching the current control object of the second player from the second game role to the first game role, and transferring the second game role to a preset algorithm for control, wherein the second game role is the control object of the second player before taking over the first game role; and displaying the result of the second player operating the first game role and the result of the preset algorithm operating the second game role on the graphical user interface.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The steps of any game control method provided in the embodiments of the present application may be executed by the computer program stored in the storage medium, so that the beneficial effects that any game control method provided in the embodiments of the present application may be achieved, which are detailed in the previous embodiments and are not repeated herein.
The above describes in detail a game control method, apparatus, storage medium and computer device provided in the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only used to help understand the method and core idea of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.

Claims (11)

1. A game manipulation method, comprising:
when a first player in a current multiplayer game is determined to hang up, displaying opinion solicitation information about whether a second player is willing to take over a first game role or not on a graphical user interface, wherein the second player is at least one player which is in the same battle as the first player in the current multiplayer game and is not yet hung up, and the first game role is a control object before the first player hangs up;
if the second player is willing to take over the first game role, the first game role is handed over to the second player willing to take over according to a preset take-over strategy;
switching a current control object of a second player willing to take over from a second game role to the first game role, and transferring the second game role to a preset algorithm for control, wherein the second game role is the control object of the second player before taking over the first game role;
and displaying the result of the control of the first game role by the second player willing to take over and the result of the control of the second game role by the preset algorithm on the graphical user interface.
2. The game play method of claim 1, wherein said handing over said first game character to a second player willing to take over according to a preset take over strategy comprises:
If only one of the second players willing to take over the first game character, handing over the first game character to the only second player;
if a plurality of second players willing to take over the first game role are provided, sequencing the time sequence of the plurality of second players for taking over the first game role;
the first game character is handed over to a second player whose time ordered first by the sign takes over the first game character.
3. The game play method of claim 1, wherein said handing over said first game character to a second player willing to take over according to a preset take over strategy comprises:
if only one of the second players willing to take over the first game character, handing over the first game character to the only second player;
if the second player willing to take over the first game role has a plurality of second players, acquiring characteristic values of the plurality of second players willing to take over;
calculating the similarity between each second player and the first player of the plurality of second players willing to take over according to the characteristic values of the plurality of second players willing to take over;
and handing over the first game role to the second player with the maximum similarity.
4. The game manipulation method as claimed in claim 3, wherein calculating the similarity of each of the plurality of second players willing to take over with the first player based on the characteristic values of the plurality of second players willing to take over comprises:
clustering the plurality of second players according to the characteristic values of the plurality of second players to form a plurality of second player clusters;
and calculating the similarity between the center of each of the plurality of second player clusters and the first player.
5. The game play method of claim 1, wherein said handing over said first game character to a second player willing to take over according to a preset take over strategy comprises:
if only one of the second players willing to take over the first game character, handing over the first game character to the only second player;
if a plurality of second players willing to take over the first game role are provided, preprocessing the current game state data of the plurality of second players willing to take over to obtain game state data in a standard format;
inputting the game state data in the standard format into a win rate prediction model to obtain win/lose prediction results of a plurality of second players;
And transferring the first game role to a second player with the first predicted winning rate in the winning or losing predicted result.
6. The game manipulation method of claim 5, wherein preprocessing the current game state data of the plurality of second players willing to take over to obtain game state data in a standard format comprises:
normalizing the numerical states of the game roles controlled by the plurality of second players willing to take over;
sequencing the numerical states after normalization processing, and adding the sequential percentage values corresponding to the game roles controlled by the plurality of willing-to-take-over second players as new numerical states into state vectors;
and obtaining the maximum value of states in all numerical states of the state vector, and generating a high-dimensional compression matrix according to the maximum value.
7. The game manipulation method as claimed in claim 1, wherein switching the current manipulation object of the second player willing to take over from the second game character to the first game character and handing over the second game character to a preset algorithm control, comprises:
and responding to the first switching operation of the second player on the control object, switching the current control object of the second player from the second game role to the first game role, and transferring the second game role to the preset algorithm control.
8. The game manipulation method according to any one of claims 1 to 7, characterized in that the method further comprises:
and responding to a second switching operation of the second player on the control object, switching the current control object of the second player from the first game role to the second game role, and handing over the first game role to the preset algorithm control.
9. A game console, comprising:
the first display module is used for displaying opinion solicitation information whether a second player is willing to take over a first game role or not on a graphical user interface when a first player in a current multiplayer combat game is determined to be on-hook, wherein the second player is at least one player which is in the same camp as the first player in the current multiplayer combat game and is not on-hook yet, and the first game role is a control object before the first player is on-hook;
a first game role transfer module, configured to transfer the first game role to a second player willing to take over according to a preset take-over policy if the second player is willing to take over the first game role;
a second role transfer module, configured to switch a current control object of a second player willing to take over from a second game role to the first game role, and transfer the second game role to a preset algorithm for control, where the second game role is a control object of the second player before taking over the first game role;
And the second display module is used for displaying the result of the control of the first game role by the second player willing to take over and the result of the control of the second game role by the preset algorithm on the graphical user interface.
10. A computer readable storage medium, characterized in that the computer readable storage medium stores a computer program adapted to be loaded by a processor for performing the steps of the game play method according to any of claims 1 to 8.
11. A computer device comprising a memory in which a computer program is stored and a processor that performs the steps in the game manipulation method according to any one of claims 1 to 8 by calling the computer program stored in the memory.
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