CN113952726A - Behavior control method, device, equipment and storage medium of virtual game object - Google Patents

Behavior control method, device, equipment and storage medium of virtual game object Download PDF

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Publication number
CN113952726A
CN113952726A CN202110785554.7A CN202110785554A CN113952726A CN 113952726 A CN113952726 A CN 113952726A CN 202110785554 A CN202110785554 A CN 202110785554A CN 113952726 A CN113952726 A CN 113952726A
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Prior art keywords
virtual game
game object
target
behavior
target virtual
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Chinese (zh)
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熊志斌
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Hainan Yuanyou Information Technology Co ltd
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Hainan Yuanyou Information Technology 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
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The application relates to the technical field of computers, in particular to a behavior control method, a behavior control device, behavior control equipment and a storage medium of a virtual game object, wherein the behavior control method comprises the following steps: responding to a behavior updating event, and acquiring a target virtual game object and current attribute data of the target virtual game object; acquiring target behavior data of the target virtual game object according to the current attribute data of the target virtual game object; and controlling the target virtual game object to execute the target behavior according to the target behavior data. Compared with the prior art, the method and the device can control the behavior of the virtual game object, improve the interactivity of the virtual game object, and further improve the immersion of the player in the game and the game experience of the player.

Description

Behavior control method, device, equipment and storage medium of virtual game object
Technical Field
The present application relates to the field of computer control technologies, and in particular, to a behavior control method, apparatus, device, and storage medium for a virtual game object.
Background
With the development of network technology, network games become an emerging leisure entertainment mode, and network games are enjoyed by more and more players due to strong interactivity and immersion.
At present, many network games all can be provided with virtual game objects, and the simulation player comes to accompany the player, brings better game experience for the player, but, along with the long-time play of player, the fixed action of virtual game object easily brings the sense of repetition for the player to the sense of immersion of player in the recreation and the game experience of player have been reduced.
Disclosure of Invention
Based on this, the present application aims to provide a behavior control method, apparatus, device and storage medium for a virtual game object, which enhance game immersion and game experience of a player. The technical scheme is as follows:
as a first aspect of the present application, an embodiment of the present application provides a behavior control method for a virtual game object, including the following steps:
responding to a behavior updating event, and acquiring a target virtual game object and current attribute data of the target virtual game object; wherein, the target virtual game object is a virtual game object of the current switchable behavior;
acquiring target behavior data including target behavior probability data corresponding to the target virtual game object according to the current attribute data of the target virtual game object;
and controlling the behavior of the target virtual game object according to the target behavior data.
As a second aspect of the present application, an embodiment of the present application provides a behavior control method for a virtual game object, including:
an acquisition module, configured to acquire a target virtual game object and current attribute data of the target virtual game object in response to a behavior update event; wherein, the target virtual game object is a virtual game object of the current switchable behavior;
the processing module is used for acquiring target behavior data which comprises target behavior probability data and corresponds to the target virtual game object according to the current attribute data of the target virtual game object;
and the control module is used for controlling the behavior of the target virtual game object according to the target behavior data.
As a third aspect of the present application, an embodiment of the present application provides an apparatus, including: a processor, a memory, and a computer program stored on the memory and executable on the processor; the computer program, when executed by the processor, implements the steps of the behavior control method for a virtual game object as described in the first aspect.
As a fourth aspect of the present application, an embodiment of the present application provides a storage medium storing a computer program, which when executed by a processor implements the steps of the behavior control method for a virtual game object according to the first aspect.
In the embodiment of the application, the target behavior data including the target behavior probability data corresponding to the target virtual game object is obtained by responding to the behavior updating event, and the behavior of the virtual game object is controlled according to the target behavior probability data, so that the interactivity of the virtual game object is improved, the immersion of a player in a game and the game experience of the player are improved, and the better game experience of the player is realized.
For a better understanding and practice, the invention is described in detail below with reference to the accompanying drawings.
Drawings
FIG. 1 is a flow chart illustrating a behavior control method for a virtual game object according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of the method for controlling behavior of a virtual game object according to an embodiment of the present application at S1;
FIG. 3 is a schematic flow chart of the method for controlling behavior of a virtual game object according to an embodiment of the present application at S2;
FIG. 4 is a schematic flow chart of the method for controlling behavior of a virtual game object according to an embodiment of the present application at S3;
FIG. 5 is a schematic structural diagram of a behavior control device for a virtual game object according to an embodiment of the present application;
fig. 6 is a schematic diagram of an apparatus provided in an embodiment of the present application.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. As used in this application and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present application. The word "if/if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.
Referring to fig. 1, fig. 1 is a schematic flow chart of a behavior control method for a virtual game object according to an embodiment of the present application, where the method includes the following steps:
s1: responding to a behavior updating event, and acquiring a target virtual game object and current attribute data of the target virtual game object; wherein, the target virtual game object is a virtual game object of the current switchable behavior.
The execution main body of the behavior control method of the virtual game object can be a client or a server, and the server can be one computer device or a server cluster formed by combining a plurality of computer devices and is used for establishing network connection with the client. The following description will be given taking a server as an example.
The virtual game object is a non-player controlled character provided for the progress of the game in the virtual game.
The behavior updating event refers to an event which occurs in the virtual game by the virtual game object and can cause the current attribute data of the virtual game object to change, and comprises an interaction event between the virtual game objects, an interaction event between the virtual game object and a player and an independent event of the virtual game object. The correspondence between the behavior update event and the current attribute data of the virtual game object may be preset by the association data.
The current attribute data is data for characterizing a virtual game object, including one or more of an interaction attribute, a state attribute, a personality attribute, and an interest attribute.
The interaction attribute is used for showing the friendliness degree of the virtual game object, other virtual game objects and the player, and can be love, enthusiasm, flat, hate and the like, or can be represented by the friendliness value of one virtual game object, other virtual game objects and the player.
The state attribute is used for showing the state of the virtual game object, and can be mood, luck, energy, hunger and the like.
The personality attributes are used to present the personality setting of the virtual game object and may be lazy, diligent, prudent, courier, traitory, and compliant, among others.
The interest attribute is used for showing the hobby setting of the virtual game object, and can be shopping, dressing, drinking, reading, the eight diagrams, body building and the like.
The corresponding relationship between the current attribute data and various behavior updating events can be preset through associated data.
And the server responds to the behavior updating event, obtains the target virtual game object indicated by the behavior updating event, and updates the current attribute data of the target virtual game object indicated by the behavior updating event, wherein the current attribute data comprises one or more of interaction attributes, state attributes, character attributes and interest attributes.
For example, the server responds to a shopping behavior event associated with the interest attribute in the virtual game object independent event, obtains a target virtual game object indicated by the shopping behavior, and updates a shopping value in the interest attribute and an energy value in the state attribute of the target virtual game object.
It should be noted that, the manner of acquiring the target virtual game object and the current attribute data of the target virtual game object according to the behavior update event is only an example, and is not limited.
In an embodiment of the present application, a server, in response to a behavior update event, obtains a target virtual game object identifier, and obtains current attribute data of the target virtual game object according to the target virtual game object identifier.
The target virtual game object identification is a unique identification for each target virtual game object. The target virtual game object identifier may be a name of the target virtual game object or a number of the target virtual game object.
Obtaining the current attribute data of the target virtual game object according to the target virtual game object identification
In an alternative embodiment, in order to better determine a target virtual game object and thus precisely control the virtual game object, please refer to fig. 2, where fig. 2 is a schematic flow chart of S1 of a behavior control method of a virtual game object according to an embodiment of the present application; the method comprises steps S101-S102, which are as follows:
s101: responding to an interactive event between virtual game objects, and acquiring a scene identifier of a target game scene in the virtual game; wherein the target game scene has a number of the virtual game objects therein;
the scene identification is a unique identification of each virtual game scene. The scene identification can be the name of the virtual game scene or the number of the virtual game scene.
In the embodiment of the application, the server responds to the interaction event between the virtual game objects, and obtains the scene identification of the target game scene in the virtual game.
S102: and acquiring a target virtual game object in the virtual game objects and current attribute data of the target virtual game object according to the target game scene identification.
In the embodiment of the application, a server acquires a target game scene identifier, acquires a plurality of target virtual game object identifiers in the target game scene according to the scene identifier, and acquires current attribute data of the target virtual game objects according to the target virtual game object identifiers.
S2: and acquiring target behavior data including target behavior probability data corresponding to the target virtual game object according to the current attribute data of the target virtual game object.
The target behavior data comprises target behavior probability data and target behavior content data; the target behavior probability data is used for indicating the probability of the target virtual game object performing the target behavior; the target action content data is for indicating the content of a target action performed by the target virtual game object.
In an embodiment of the application, a server obtains current attribute data of a target virtual game object, and obtains target behavior content data of the target virtual game object associated with the current attribute data and target behavior probability data associated with the target behavior content data according to the current attribute data of the target virtual game object.
In an optional embodiment, when responding to an interaction event between virtual game objects, a server acquires an interaction attribute and an interest attribute of a target virtual game object, and acquires a friendly value between the target virtual game objects according to the interaction attribute of the target virtual game object, thereby acquiring target behavior probability data of the target virtual game object associated with the interaction attribute to judge whether a target behavior is to be performed between the target virtual game objects; and acquiring target behavior probability data of the target virtual game object associated with the interest attribute according to the interest attribute of the target virtual game object to judge whether target behaviors associated with the interest attribute are carried out between the target virtual game objects.
In another optional embodiment, when responding to the interaction event of the virtual game object and the player, the server acquires the interaction attribute and the interest attribute of the target virtual game object, acquires the friendly value of the target virtual game object and the player according to the interaction attribute of the target virtual game object, thereby acquiring the target behavior probability data of the target virtual game object to determine whether the target virtual game object is to perform the target behavior with the player; and acquiring target behavior probability data of the target virtual game object associated with the interest attribute according to the interest attribute of the target virtual game object to judge whether the target virtual game object performs the target behavior associated with the interest attribute.
Referring to fig. 3, fig. 3 is a schematic flow chart of S2 of a behavior control method for a virtual game object according to an embodiment of the present application; s2 further includes steps S201 to S202, which are as follows:
s201: and responding to the virtual game object independent event, and acquiring the current condition of the target virtual game object, wherein the current condition comprises the working condition and the non-working condition of the target virtual game object.
The server responds to the virtual game object independent event and acquires the current time; and obtaining the current state of the virtual game object according to the current time and the working time of the virtual game object.
The virtual game object independent event may be triggered by a server update time, which may be a certain time point set according to the game content or a time interval set according to the game content.
The virtual game object independent event can be a virtual game object rest behavior event, an eating behavior event, and the like, and can also be a single entertainment behavior event, such as a shopping behavior event, a grooming behavior event, an alcohol drinking behavior event, and the like.
The current time may be a time set in the virtual game or a time in reality.
The operating state is a state in which the virtual game object is in an operating time, and the non-operating state is a state in which the virtual game object is in a non-operating time.
In the embodiment of the application, the server is preset with a plurality of virtual game objects, and each virtual game object is provided with the working time corresponding to the virtual game object, so that the corresponding relation between the working time corresponding to the virtual game object and the server time is preset in the server. Therefore, after the server acquires the current time, the current state of the target virtual game object can be acquired according to the corresponding relation between the working time corresponding to the virtual game object and the server time.
S202: and acquiring target behavior data of the target virtual game object according to the current attribute data of the target virtual game object and the current condition of the target virtual game object.
In an embodiment of the present application, a server obtains current attribute data of a target virtual game object and a current status of the target virtual game object, and obtains target behavior data of the target virtual game object according to the current attribute data of the target virtual game object and the current status of the target virtual game object.
In an optional embodiment, if the target virtual game object is in a working state, the server obtains target behavior probability data and target behavior content data of the target virtual game object according to the state attribute and the personality attribute of the target virtual game object.
The status attributes include a starvation value and an accuracy value, and the personality attributes include a traitor value.
And when the hunger value of the virtual game object is lower than a preset threshold value, the server improves the eating behavior probability data of the target virtual game object to obtain the improved eating behavior probability data.
And when the energy value of the virtual game object is lower than a preset threshold value, the server improves the rest behavior probability data of the target virtual game object to obtain the improved rest behavior probability data.
And when the hunger value and the energy value of the virtual game object are not lower than preset threshold values, the server improves the probability data of the lazy behavior of the target virtual game object according to the traitor values in the character attributes of the virtual game object, and obtains the improved probability data of the lazy behavior.
In another optional embodiment, if the target virtual game object is in a non-working state, the target behavior probability data and the target behavior content data of the target virtual game object are acquired according to the interest attribute and the state attribute of the target virtual game object.
The interest attributes include taste data, which is divided according to specific taste behaviors, such as shopping data, drinking data, grooming data, and the like.
And when the hunger value and the energy value of the virtual game object are not lower than preset threshold values, the server improves the hobby behavior probability data of the target virtual game object according to the hobby data in the interest attributes of the virtual game object, and obtains the improved hobby behavior probability data.
S3: and controlling the behavior of the target virtual game object according to the target behavior data.
In the embodiment of the application, the server acquires target behavior probability data of the target virtual object associated with the current attribute data, and controls the target virtual game object to execute the target behavior in the virtual game scene corresponding to the target behavior.
Referring to fig. 4, fig. 4 is a schematic flow chart of S3 of a behavior control method of a virtual game object according to an embodiment of the present application; the method comprises steps S301-S302, which are as follows:
s301: and acquiring the target behaviors of the target virtual game object according to the target behavior probability data of the plurality of target behaviors and a preset target behavior algorithm.
In the embodiment of the application, a server acquires target behavior probability data of the target virtual object associated with current attribute data, calls a target behavior algorithm corresponding to the current attribute data according to the target behavior probability data, and acquires a target behavior of the target virtual game object according to the behavior probability data and a preset target behavior algorithm.
In an optional embodiment, the server may invoke a target behavior algorithm corresponding to one current attribute data according to the target behavior probability data of the target virtual object associated with the current attribute data, and obtain the target behavior of the target virtual game object according to the target behavior probability data and a preset target behavior algorithm.
For example, the server may invoke a target behavior algorithm corresponding to the state attribute according to the probability of the eating behavior associated with the state attribute, and control the target virtual object to go to the virtual game scene corresponding to the eating behavior to execute the eating behavior.
The server can also call a target behavior algorithm corresponding to the interest attribute to control the target virtual object to go to a virtual game scene corresponding to the eating behavior to execute the eating behavior according to the shopping behavior probability, the drinking behavior probability and the grooming probability associated with the interest attribute.
In an optional embodiment, the server may invoke a target behavior algorithm corresponding to the current attribute data according to target behavior probability data of the target virtual object associated with multiple current attribute data, and obtain the target behavior of the target virtual game object according to the target behavior probability data and a preset target behavior algorithm.
For example, the server may invoke a target behavior algorithm corresponding to the state attribute and the interest attribute according to the eating behavior probability associated with the state attribute and the shopping behavior probability associated with the interest attribute, determine target behavior content data, and obtain the target behavior of the target virtual game object.
S302: and controlling the target virtual game object to execute the target behavior.
In an embodiment of the application, after obtaining a target behavior of the target virtual game object, a server controls the target virtual game object to execute the target behavior in a virtual game scene corresponding to the target behavior.
It should be noted that, the manner of invoking the target behavior algorithm corresponding to the current attribute data according to the target behavior probability data, which occurs above, is only an example and has no limiting effect.
Referring to fig. 5, fig. 5 is a schematic structural diagram of a behavior control device for a virtual game object according to an embodiment of the present application, where the device may implement all or a part of an event distribution processing device based on a work group through software, hardware, or a combination of the two, and the device 5 includes:
an obtaining module 51, configured to respond to a behavior update event, obtain a target virtual game object and current attribute data of the target virtual game object; wherein, the target virtual game object is a virtual game object of the current switchable behavior;
a processing module 52, configured to obtain, according to the current attribute data of the target virtual game object, target behavior data including target behavior probability data corresponding to the target virtual game object;
and a control module 53, configured to control a behavior of the target virtual game object according to the target behavior data.
In the embodiment of the application, the provided virtual game object control device obtains a virtual game object capable of switching behaviors currently through an obtaining module, obtains target behavior probability data and target behavior content data of the target virtual game object according to current attribute data of the target virtual game object through a processing module, and controls the target virtual game object to execute a target behavior according to the target behavior probability data and a preset target behavior algorithm through a control module, so that behavior control over the target virtual game object is realized, interactivity of the virtual game object is improved, and accordingly immersion of a player in a game and game experience of the player are improved.
Referring to fig. 6, fig. 6 is a schematic diagram of an apparatus according to an embodiment of the present disclosure. As shown in fig. 6, the device 6 may include: a processor 61, a memory 62 and a computer program 63 stored in said memory 62 and executable on said processor 61, such as: a behavior control program of the virtual game object; the processor 61 implements the steps in the above-described method embodiments, such as the steps S1 to S3 shown in fig. 1, when executing the computer program 63. Alternatively, the processor 61 implements the functions of the modules/units in the above-mentioned device embodiments, for example, the functions of the modules 51 to 53 shown in fig. 5, when executing the computer program 63.
Wherein the processor 61 may comprise one or more processing cores. The processor 61 is connected to various parts in the device 6 by various interfaces and lines, and by executing or executing instructions, programs, code sets or instruction sets stored in the memory 72 and calling up data in the memory 62, various functions of the behavior control device 5 of the virtual game object and Processing data, the processor 61 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), Programmable Logic Array (PLA). The processor 61 may integrate one or a combination of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing contents required to be displayed by the touch display screen; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 61, but may be implemented by a single chip.
The Memory 62 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). Optionally, the memory 62 includes a non-transitory computer-readable medium. The memory 62 may be used to store instructions, programs, code sets or instruction sets. The memory 62 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as touch instructions, etc.), instructions for implementing the various method embodiments described above, and the like; the storage data area may store data and the like referred to in the above respective method embodiments. The memory 72 may optionally be at least one memory device located remotely from the processor 61.
An embodiment of the present application further provides a storage medium, where the computer storage medium may store a plurality of instructions, where the instructions are suitable for being loaded by a processor and executing the method steps in the embodiments shown in fig. 1 to 4, and a specific execution process may refer to specific descriptions of the embodiments shown in fig. 1 to 4, which is not described herein again.
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-mentioned division of the functional units and modules is illustrated, and in practical applications, the above-mentioned function distribution may be performed by different functional units and modules according to needs, that is, the internal structure of the apparatus is divided into different functional units or modules to perform all or part of the above-mentioned functions. Each functional unit and module in the embodiments may be integrated in one processing unit, or each unit may exist alone physically, or two or more units are integrated in one unit, and the integrated unit may be implemented in a form of hardware, or in a form of software functional unit. In addition, specific names of the functional units and modules are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present application. The specific working processes of the units and modules in the system may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and reference may be made to the related descriptions of other embodiments for parts that are not described or illustrated in a certain embodiment.
Those of ordinary skill in the art will appreciate that the various illustrative elements and algorithm steps described in connection with the embodiments disclosed herein may be implemented as electronic hardware or combinations of computer software and electronic hardware. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the implementation. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus/terminal device and method may be implemented in other ways. For example, the above-described embodiments of the apparatus/terminal device are merely illustrative, and for example, the division of the modules or units is only one logical division, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated modules/units, if implemented in the form of software functional units and sold or used as separate products, may be stored in a computer readable storage medium. Based on such understanding, all or part of the flow in the method of the embodiments described above can be realized by a computer program, which can be stored in a computer-readable storage medium and can realize the steps of the embodiments of the methods described above when the computer program is executed by a processor. Wherein the computer program comprises computer program code, which may be in the form of source code, object code, an executable file or some intermediate form, etc.
The present application is not limited to the above-described embodiments, and various changes and modifications to the present application are intended to be included within the scope of the claims and the equivalent technology of the present application if they do not depart from the spirit and scope of the present application.

Claims (9)

1. A method of behavior control for a virtual gaming object, comprising:
responding to a behavior updating event, and acquiring a target virtual game object and current attribute data of the target virtual game object; wherein, the target virtual game object is a virtual game object of the current switchable behavior;
acquiring target behavior data including target behavior probability data corresponding to the target virtual game object according to the current attribute data of the target virtual game object;
and controlling the behavior of the target virtual game object according to the target behavior data.
2. A behavior control method of a virtual game object according to claim 1, characterized in that: the behavior updating event comprises an interaction event between virtual game objects, a virtual game object and player interaction event and a virtual game object independent event;
the current attribute data includes one or more of an interaction attribute, a state attribute, a personality attribute, and an interest attribute.
3. A behavior control method of a virtual game object according to claim 1 or 2, characterized in that: the step of obtaining a target virtual game object and current attribute data of the target virtual game object in response to a behavior update event includes:
and responding to the behavior updating event, acquiring a target virtual game object, and updating one or more current attribute data of the target virtual game object.
4. The behavior control method for a virtual game object according to claim 1 or 2, wherein the step of acquiring a target virtual game object and current attribute data of the target virtual game object in response to a behavior update event comprises:
responding to an interactive event between virtual game objects, and acquiring a scene identifier of a target game scene in the virtual game; wherein the target game scene has a number of the virtual game objects therein;
and acquiring a target virtual game object in the virtual game objects and current attribute data of the target virtual game object according to the target game scene identification.
5. The behavior control method of a virtual game object according to claim 1 or 2, wherein the step of obtaining target behavior data including target behavior probability data corresponding to the target virtual game object according to the current attribute data of the target virtual game object comprises the steps of:
responding to a virtual game object independent event, and acquiring the current condition of the target virtual game object, wherein the current condition comprises the working condition and the non-working condition of the target virtual game object;
and acquiring target behavior data of the target virtual game object according to the current attribute data of the target virtual game object and the current condition of the target virtual game object.
6. The behavior control method of a virtual game object according to claim 1 or 2, wherein the controlling the behavior of the target virtual game object based on the target behavior data comprises the steps of:
acquiring target behaviors of the target virtual game object according to the target behavior probability data of the plurality of target behaviors and a preset target behavior algorithm;
and controlling the target virtual game object to execute the target behavior.
7. An apparatus for behavior control of a virtual gaming object, comprising:
an acquisition module, configured to acquire a target virtual game object and current attribute data of the target virtual game object in response to a behavior update event; wherein, the target virtual game object is a virtual game object of the current switchable behavior;
the processing module is used for acquiring target behavior data which comprises target behavior probability data and corresponds to the target virtual game object according to the current attribute data of the target virtual game object;
and the control module is used for controlling the behavior of the target virtual game object according to the target behavior data.
8. An apparatus, comprising: a processor, a memory, and a computer program stored on the memory and executable on the processor; the computer program, when executed by the processor, implements a behavior control method for a virtual game object according to any one of claims 1 to 6.
9. A storage medium, characterized by: the computer readable storage medium stores a computer program which, when executed by a processor, implements the steps of a method of behavioral control of a virtual game object according to any one of claims 1 to 6.
CN202110785554.7A 2021-07-12 2021-07-12 Behavior control method, device, equipment and storage medium of virtual game object Pending CN113952726A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116271830A (en) * 2023-02-09 2023-06-23 广州延利网络科技有限公司 Behavior control method, device, equipment and storage medium for virtual game object

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116271830A (en) * 2023-02-09 2023-06-23 广州延利网络科技有限公司 Behavior control method, device, equipment and storage medium for virtual game object
CN116271830B (en) * 2023-02-09 2023-12-05 广州延利网络科技有限公司 Behavior control method, device, equipment and storage medium for virtual game object

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