CN114082198A - Interaction method and device in cloud game live broadcast, storage medium and electronic device - Google Patents

Interaction method and device in cloud game live broadcast, storage medium and electronic device Download PDF

Info

Publication number
CN114082198A
CN114082198A CN202111449943.9A CN202111449943A CN114082198A CN 114082198 A CN114082198 A CN 114082198A CN 202111449943 A CN202111449943 A CN 202111449943A CN 114082198 A CN114082198 A CN 114082198A
Authority
CN
China
Prior art keywords
game
virtual
scene
client
game scene
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202111449943.9A
Other languages
Chinese (zh)
Inventor
贾李朋
王怡
王上
金四维
金靖坤
蒋时超
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Perfect World Beijing Software Technology Development Co Ltd
Original Assignee
Perfect World Beijing Software Technology Development Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Perfect World Beijing Software Technology Development Co Ltd filed Critical Perfect World Beijing Software Technology Development Co Ltd
Priority to CN202111449943.9A priority Critical patent/CN114082198A/en
Publication of CN114082198A publication Critical patent/CN114082198A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • 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
    • A63F13/86Watching games played by other players
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

Abstract

The invention provides an interaction method and device in cloud game live broadcast, a storage medium and an electronic device, wherein the method comprises the following steps: loading a first virtual game scene by adopting a live broadcast server resource, wherein the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game; receiving interaction request information in a first virtual game scene; adjusting game parameters of the first virtual game scene according to the interaction request information, and/or loading a second virtual game scene; and transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client. According to the invention, the technical problem that the live broadcast audience can not interact with the game scene in the live broadcast process of the game in the related technology is solved, and the man-machine interaction efficiency is improved.

Description

Interaction method and device in cloud game live broadcast, storage medium and electronic device
Technical Field
The invention relates to the technical field of computers, in particular to an interaction method and device, a storage medium and an electronic device in cloud game live broadcast.
Background
In the related technology, in the live broadcast scheme of the engagement and fighting of the cloud game, the limitation is too strong, when the game is played directly, audiences can only watch or enjoy the game to the live broadcast, or the atmosphere of a live broadcast room is made, the process and parameters of the cloud game cannot be changed, the interaction is limited, and the interaction experience is poor. The players who result in the engagement are also not sufficiently involved. As the anchor and the audience can only interact with each other in the live broadcast room, and the interaction in the game is lacked, the live broadcast of the game and the game are dull and dull, and the playability is poor.
In view of the above problems in the related art, no effective solution has been found at present.
Disclosure of Invention
The embodiment of the invention provides an interaction method and device in cloud game live broadcast, a storage medium and an electronic device.
According to an embodiment of the invention, an interaction method in cloud game live broadcast is provided, which is applied to a cloud game server and comprises the following steps: loading a first virtual game scene by adopting a live broadcast server resource, wherein the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game; receiving interaction request information in the first virtual game scene; adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information; and transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client.
According to another embodiment of the present invention, an interaction apparatus in a cloud game live broadcast is provided, including: the system comprises a loading module, a live broadcast server and a live broadcast server, wherein the loading module is used for loading a first virtual game scene by adopting live broadcast server resources, the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game; the first receiving module is used for receiving interaction request information in the first virtual game scene; the adjusting module is used for adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information; and the transmission module is used for transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client.
According to a further embodiment of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
According to yet another embodiment of the present invention, there is also provided an electronic device, including a memory in which a computer program is stored and a processor configured to execute the computer program to perform the steps in any of the above method embodiments.
By adopting the invention, the live broadcast server resource is adopted to load a first virtual game scene, the first virtual game scene comprises a first virtual character and a second virtual character, the first virtual character is controlled by an anchor client of a live broadcast anchor of the game, the second virtual character is controlled by a first audience client of a live broadcast audience of the first game, interaction request information is received in the first virtual game scene, the game parameters of the first virtual game scene are adjusted according to the interaction request information, the second virtual game scene is loaded, a live broadcast picture of the first virtual game scene is transmitted to the anchor client and the first audience client, the interaction request information is received in the live broadcast game scene, the game parameters are adjusted or a new live broadcast scene is loaded according to the interaction request information, the technical problem that the audience can not interact with the game scene in the game process in the related technology is solved, the human-computer interaction efficiency is improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a block diagram of a hardware configuration of a cloud game server according to an embodiment of the present invention;
fig. 2 is a schematic flowchart of an interaction method in a cloud game live broadcast according to an embodiment of the present invention;
FIG. 3 is a network architecture diagram of an embodiment of the present invention;
FIG. 4 is a diagram illustrating switching permissions according to an embodiment of the present invention;
fig. 5 is a block diagram of an interaction device in a cloud game live broadcast according to an embodiment of the present invention;
fig. 6 is a block diagram of an electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method provided by the first embodiment of the application can be executed in a live broadcast server, a game server, a cloud server, a metaspace server, a computer or a similar electronic terminal. Taking an example of the cloud game server running on the cloud game server, fig. 1 is a block diagram of a hardware structure of the cloud game server according to an embodiment of the present invention. As shown in fig. 1, the cloud game server may include one or more processors 102 (only one is shown in fig. 1) (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally, a transmission device 106 for communication functions and an input/output device 108. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the cloud game server. For example, a cloud gaming server may also include more or fewer components than shown in fig. 1, or have a different configuration than shown in fig. 1.
The memory 104 may be used to store a cloud game server program, for example, a software program and a module of application software, such as a cloud game server program corresponding to an interaction method in a cloud game live broadcast in an embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the cloud game server program stored in the memory 104, so as to implement the method described above. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 104 may further include memory located remotely from processor 102, which may be connected to a cloud gaming server over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In the present embodiment, the processor 104 is configured to control the target virtual character to perform a specified operation to complete the game task in response to the human-machine interaction instruction and the game policy. The memory 104 is used for storing program scripts, configuration information, attribute information of virtual characters, and the like.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of a cloud game server. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
Optionally, the input/output device 108 further includes a human-computer interaction screen for acquiring a human-computer interaction instruction through a human-computer interaction interface and presenting a streaming media picture;
in this embodiment, an interaction method in cloud game live broadcast is provided, and fig. 2 is a schematic flowchart of an interaction method in cloud game live broadcast according to an embodiment of the present invention, as shown in fig. 2, the flowchart includes the following steps:
step S202, loading a first virtual game scene by adopting a live broadcast server resource, wherein the first virtual game scene comprises a first virtual character and a second virtual character, the first virtual character is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual character is controlled by a first audience client of a live broadcast audience of the first game;
optionally, the anchor client logs in to the cloud game server and the live broadcast server through a first game account and a first live broadcast account, the first spectator client logs in to the cloud game server and the live broadcast server through a second game account and a second live broadcast account, the first spectator client is a live broadcast client and a game client at the same time, the game account and the live broadcast account can be the same account, and the game server and the live broadcast server can be set to be the same server resource or different server resources.
Step S204, receiving interaction request information in a first virtual game scene;
optionally, the interaction request information of this embodiment may be a barrage message in a live broadcast process, a virtual item to be viewed, a virtual currency to be viewed, a set task target, a usage right, a parameter modification right or target of a virtual game item (which may be a UGC (User Generated Content) item of a metauniverse player), loading entry information for a copy of a second game scene, recommendation and interaction request information in the barrage, and the like.
Step S206, adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information;
optionally, the second virtual game scene may be a completely new game scene, or a game scene created on the basis of the first virtual game scene. The second scene may be a freeform leg, plot, character, scene, etc. game scene generated by a live or spectator player in the meta-universe.
Step S208, transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client;
optionally, the game live screen may also be transmitted to a second spectator client, where the second spectator client is a live client of spectators that are not participating in the virtual game.
Fig. 3 is a network architecture diagram of an embodiment of the present invention, where a cloud game platform includes a live broadcast server, a game server and a data processing server, where the data processing server is configured to process and analyze received interaction request information, and then send an analysis result to the live broadcast server or the game server.
Through the steps, a live broadcast server resource is adopted to load a first virtual game scene, the first virtual game scene comprises a first virtual character and a second virtual character, the first virtual character is controlled by an anchor client of a live broadcast anchor of the game, the second virtual character is controlled by a first audience client of a live broadcast audience of the first game, interaction request information is received in the first virtual game scene, game parameters of the first virtual game scene are adjusted according to the interaction request information, the second virtual game scene is loaded, a live broadcast picture of the first virtual game scene is transmitted to the anchor client and the first audience client, the interaction request information is received in the live broadcast game scene, the game parameters are adjusted or a new live broadcast scene is loaded according to the interaction request information, and the technical problem that the audience cannot interact with the game scene in the game process in the related technology is solved, the human-computer interaction efficiency is improved.
In a cloud game, in a metastic scheme, creation of a game (i.e., a game player creates itself in the game, which may be built under a live topia game framework) may be performed for the game in the metastic universe as part of the game, and as part of the game player data. The game content can be loaded into the cloud game platform for the anchor, the inviting player and even the paid audience player to directly play at the cloud, certainly, the anchor can directly carry out live broadcast of the created game, the created game can be used as a task, and after the anchor finishes the task, the created game is agreed to give a corresponding reward item or currency to form interaction between the anchor and the player.
On the basis of the metastic game, a live broadcast mechanism (a live broadcast room system capable of live broadcast) is provided and integrated in the existing cloud game platform; or after the account number is communicated with a remote third-party live broadcast platform, the application of a live broadcast room is carried out, and cloud game picture rendering data for live broadcast are sent, so that the live broadcast is carried out.
In an implementation scenario of this embodiment, the interaction request information is a bullet screen message. Receiving interaction request information in a first virtual game scene, and adjusting game parameters of the first virtual game scene according to the interaction request information comprises the following steps:
s11, receiving a plurality of barrage messages sent by a first spectator client or a second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second game live broadcast spectator in the first virtual game scene;
s12, extracting game keywords in the bullet screen messages, and analyzing the game intention corresponding to the game keywords;
s13, controlling a first game parameter of the virtual game scene according to the game intention, wherein the game parameter comprises at least one of the following: the game system comprises a first game parameter of a first virtual character, a second game parameter of a second virtual character and a game scene parameter of a first virtual game scene.
Optionally, the first game parameter or the second game parameter may be a Character attribute of a virtual Character, such as an attack attribute, a defense attribute, an attack and defense attribute of a prop, a moving speed, and a life value, and the game scene parameter may be a weather in a game scene, a map, a parameter of a virtual Character other than the first virtual Character and the second virtual Character (including a PCC (Player-Controlled Character) and an NPC (Non-Player-Controlled Character)), a stage of a checkpoint, a random value of appearance or disappearance of a specific scene element, and the like.
In some embodiments of the foregoing implementation scenarios, controlling the first game parameter of the virtual game scenario according to the game intent comprises: analyzing a first game element and a first intention vector which are associated with the game intention, wherein the first intention vector is used for representing the intention intensity and the control direction of the first game element controlled by the first spectator client or the second spectator client; adding or deleting a first game element in the virtual game scene according to the first intention vector, and/or adjusting a game attribute value of the first game element according to the first intention vector.
Optionally, the first game element may be a first character attribute of the first virtual character, a second character attribute of the second virtual character, or a game scene element of the first virtual game scene.
In some embodiments of the foregoing implementation scenarios, controlling the first game parameter of the virtual game scenario according to the game intent comprises: calling a preset neural network model to analyze an intention condition and an intention target of a game intention, wherein the intention target is a game control instruction executed under the condition that the intention condition is completed in a first virtual game scene; monitoring a target game parameter corresponding to the intention condition in the first virtual game scene; if the target game parameters meet the intention conditions, generating a game control instruction; and issuing a game control instruction to the game server so that the game server controls the first game parameter of the virtual game scene according to the game control instruction.
The player sets that if the anchor completes a certain specified task (for example, a duplicate scenario is completed, or a scene challenge in the scenario is completed by the player, or a certain parameter reaches a specific threshold value, etc.), the specified prop or game virtual currency can be obtained, the task loads and sets interface interaction, a live broadcast room system and a spectator client side can be arranged, and the task execution result is fed back to the game data server side for synchronization.
In one example, the barrage message is that "the character a is destroyed and then the property B is given to the anchor", by parsing, the text corresponding to the intention condition and the intention target is "the character a is destroyed" and "the property B is given to the anchor", the life value of the character a can be monitored in the game server, or the life sign of the character a can be monitored in the live broadcast server, if it is monitored that the character a is destroyed, a game control instruction is triggered to be generated, and the property B is allocated to the first virtual character of the anchor.
The method comprises the steps that game parameters, conditions and targets for changing the loading of the game scene are set in the bullet screen message, a game anchor is initiated, the anchor is allowed to execute a game task corresponding to the target by means of resources given by a game server side, and therefore other players can approve and enjoy or give feedback through bullet screens, and the loading of the game parameters and the game scene is changed. The analysis based on the AI model can be used for giving analysis results from the game server side or the cloud game live broadcast server side, guiding loaded new game copies or parameter changes and the like, including recommended new copies given by other players or game platforms, so as to enhance the playability of the game.
The cloud game platform can acquire barrage information of a user subscribed and watched in live game, analyze and evaluate the barrage information (count barrage content, number and theme, and obtain keywords in a possible scenario/copy direction), and adjust game loading content in the cloud game in time, so that the scenario played by a main player or parameters of NPC (network provider control) in the game can be adjusted in time to increase more interactivity, or increase new scenarios, customs pass and the like.
In an implementation scenario of this embodiment, the interaction request information is a reward item. Receiving interaction request information in a first virtual game scene, and adjusting game parameters of the first virtual game scene according to the interaction request information comprises the following steps:
s21, receiving the reward item sent by the first spectator client or the second spectator client in the first virtual game scene, wherein the second spectator client is the client of the second game live broadcast spectator in the first virtual game scene;
s22, obtaining property attributes of the appreciation property, and calculating game control parameters of the appreciation property according to the property attributes;
optionally, the property attribute includes a property type and a number or an accumulated amount of the reward property, for example, the reward property includes "rocket" and "airplane", when the game control parameter of the reward property is calculated according to the property attribute, the "rocket" may correspond to an element a in the first virtual game scene, the "airplane" may correspond to an element B in the first virtual game scene, or the "rocket" may correspond to an attribute a of the element a in the first virtual game scene, and the "airplane" may correspond to an attribute B of the element a in the first virtual game scene.
S23, controlling a second game parameter for controlling the virtual game scene according to the game control parameter, wherein the second game parameter comprises at least one of the following: the game system comprises a first game parameter of a first virtual character, a second game parameter of a second virtual character and a game scene parameter of a first virtual game scene.
Optionally, the first game parameter or the second game parameter may be a character attribute parameter of a virtual character, such as an attack attribute, a defense attribute, an attack and defense attribute of a prop, a moving speed, a life value, and other attributes, and the game scene parameter may be weather in a game scene, a map, parameters of other virtual characters (including PCC and NPC) except the first virtual character and the second virtual character, a stage progress, a random value of appearance or disappearance of a specific scene element, and the like.
In some embodiments of the foregoing implementation scenarios, controlling the second game parameter of the virtual game scenario in accordance with the game control parameter comprises: parsing a second game element and a second intention vector associated with the game control parameter, wherein the second intention vector is used for representing the intention intensity and the control direction of the first spectator client or the second spectator client for controlling the second game element; adding or deleting a second game element in the virtual game scene according to the second intention vector, and/or adjusting the game attribute value of the second game element according to the second intention vector.
In this embodiment, the cloud game platform may obtain the reward information of the user who invites the player or participates in the player during live broadcasting and the reward information of the user who subscribes to watch during live broadcasting, and after converting into the corresponding game virtual item, add the mapped game virtual item (to the current main broadcasting player) or add a new NPC BOSS (or adjust the parameter attributes of the NPC BOSS, etc.) in the game to add more interactivity or add a new scenario and a gate card, etc.; the player user can add a new scenario (for example, adding a new level) in the current main game by the game server through a reward or payment, add new scenario content and a link entry by the game server, and perform loading rendering in the cloud game engine.
In one example scenario, the first virtual game scenario is a scenario of an interactive game, for example, 20 players encounter sudden natural disasters in the same limited virtual scenario, and compete and live through hiding, avoiding, props and the like, and finally the survivor wins, and the spectators can change parameters in the virtual scenario and parameters of characters in the scenario through means of rewarding, recharging and the like, such as changing attacking ability of props in the virtual scenario, positions, abilities and numbers of NPCs, changing blood volume of the characters, the number of reviving times, attacking ability and the like, increasing game scenarios, increasing game difficulty, copies and the like.
In an implementation scenario of this embodiment, the loading the second virtual game scenario according to the interaction request information includes: converting the interaction request information into a resource loading instruction; calling a game engine to request script resources of the game script from a game server or a game resource database of a third party based on the resource loading instruction; and loading the second virtual game scene by adopting script resources.
In an implementation scenario of this embodiment, the interaction request information is a permission exchange request. Receiving interaction request information in a first virtual game scene, and adjusting game parameters of the first virtual game scene according to the interaction request information comprises the following steps: receiving a permission exchange request sent by a first audience client; transferring control permissions of the first virtual role from the anchor client to the first viewer client in response to the permission exchange request; and detecting a first game instruction issued by the first spectator client side by using the control authority, and controlling the first virtual character in the first virtual game scene according to the first game instruction.
In an implementation scenario of this embodiment, the interaction request information is a permission sharing request. Receiving interaction request information in a first virtual game scene, and adjusting game parameters of the first virtual game scene according to the interaction request information comprises the following steps: receiving a permission sharing request sent by a first audience client; responding to the permission sharing request, requesting the control permission of the first virtual role from the game server, and configuring the control permission for the first audience client; and detecting a second game instruction and a third game instruction issued by the anchor client and/or the first audience client, and controlling the first virtual character in the first virtual game scene according to the second game instruction and the third game instruction.
In one scene, the anchor builds a virtual scene of a game room, such as a game room, starts a certain online game, can invite audiences to join in the virtual game room or join in the virtual game, and simultaneously, the anchor can also issue own operation authority to transfer the own operation authority in the virtual game to a certain audience in the virtual game room, or take over the operation authority by taking over positions by multiple persons, divide work by multiple persons, and the like, so that the audiences take over the operation authority to complete the game, and in the process of playing by the audiences, game pictures generated by rendering the cloud game platform according to the game operation of the audiences are pushed to equipment of other audiences.
In this embodiment, the anchor account and the invited player may be switched over in the anchor room system, and when the anchor authority is switched over, which player is a character or a player of a field battle (for example, a round-play Game or an MMO (massively Multiplayer Online Game) Game or a card Game) in the group play method in the corresponding switching Game, the anchor is an Online player, and other players can only watch the anchor performance (i.e., play), but have an authority to be switched over to the anchor character at any time.
In a scene example of an MMO game, a live game anchor controls a virtual character a in a first virtual game scene, a live game audience controls a virtual character B in the first virtual game scene, and other virtual characters C which are not controlled by a second audience client in a live broadcast room are also provided. Fig. 4 is a schematic diagram of switching permissions according to an embodiment of the present invention, in a live game process of an anchor, a virtual character 1 in a game scene is controlled, a spectator a in a spectator list in a live broadcast room sends a permission exchange request to request a control permission of the virtual character 1 through live broadcast interaction, a game server transfers the control permission of the virtual character 1 to a client corresponding to the spectator a, and a live broadcast avatar or live broadcast picture of the spectator a is displayed in an anchor area.
In a scene example of a card game, a live broadcast anchor distributes cards ABCDE in a first virtual game scene, the live broadcast anchor wants to help a certain audience in a live broadcast room to experience the fun of the card game when playing cards, so that an audience A in the live broadcast room is selected, a live broadcast server sends an invitation to a first audience client of the audience A, the live broadcast server requests a playing right of the cards ABCDE from a game server after the audience A agrees, the playing right is transferred to the first audience client from the client of the live broadcast anchor, and the first audience client can play cards in the playing time after obtaining the playing right of the cards ABCDE.
In an implementation scenario of this embodiment, the interaction request information is a permission allocation request. Receiving interaction request information in a first virtual game scene, and adjusting game parameters of the first virtual game scene according to the interaction request information comprises the following steps: receiving a permission allocation request of a target game item sent by a first audience client or a second audience client in a first virtual game scene, wherein the second audience client is a client of a second game live broadcast audience of the first virtual game scene; and responding to the permission allocation request, and allocating temporary use permission of the target game item to the first virtual character. In this embodiment, the interaction request information carries identification information for the target game item.
In the virtual game scene of the present embodiment, virtual characters can be assigned together or contracted between individuals.
In the scene of helping the party to fight, include: receiving first engagement information created by a main broadcasting client, wherein the first engagement information comprises: the fight time, the fight place and the fight help; pushing engagement information to a third virtual role corresponding to a designated group member in the fighting group; and receiving first battle information fed back by the third virtual character based on the first engagement information, and creating a virtual battlefield at a battle place in the first virtual game scene at battle time.
In one example, the group a of the group 1 selects the fighting time, the fighting place, and the fighting group (group 2) in the game interface, and after the group a of the group 2 agrees, the two groups fight at the fighting time and the fighting place. Notifications may also be sent to the group member, for example, a pop-up prompt on the interface of a certain member a in group 2: if the player participates in the group fight, the player can directly enter a battlefield to participate in the group fight.
In the scene of personal engagement, the method comprises the following steps: receiving second engagement information created by the anchor client, wherein the second engagement information comprises: fight time, fight place, fight condition; issuing second engagement information to the global server through a cross-server central server where the anchor client is located; and receiving second combat information fed back by the fourth virtual character based on the second engagement information, and creating a virtual battlefield at a combat place in the first virtual game scene at the combat time.
In one example, a player a may create a room 1, and may set a condition (for example, a condition such as a player level) that a player allowed to enter the room 1 should meet, the partition server 1 where the player a is located reports room information created by the player a to the cross-server center server where the player a is located, the center server updates the maintained room information, and when other partition servers request the room information, the maintained room information is sent to other partition servers, thereby implementing the cross-server play of personal engagement.
In an implementation manner of this embodiment, the loading the first virtual game scene using the live server resource includes: loading a first virtual role in a first virtual game scene by adopting a live broadcast server resource; receiving a game joining request of a first audience client side or receiving a game inviting request of a main broadcasting client side; and responding to the game joining request or the game invitation request, and loading a second virtual role in the first virtual game scene by adopting the live broadcast server resource.
In the scheme of the embodiment, when the network architecture of the cloud game is based, the anchor logs in the cloud game platform and starts a game copy, the game copy supports multi-player interaction, the anchor can use the owned first virtual character to play the game in the game, the anchor can invite other players to form a team together to join in the multi-player interaction game, in the process of playing the game by the anchor, a game engine in the cloud game platform is responsible for rendering and obtaining a rendered live game picture, then the live game picture is shared to a specified subscription user (audience) in real time, and the subscription user is responsible for displaying the live game picture. For other players who accept the anchor invitation, the terminals of the players receive the operation of the user, send the operation of the user to the cloud game platform, and the cloud game platform renders the operation to obtain game pictures. Because the cloud game is based, a game engine exists only in a cloud game platform and is responsible for rendering of game content and generating pictures; the devices of other spectators and exhibitors are not responsible for game rendering. During the live broadcast watching process, the spectators of the virtual game can change game data such as game play books and game parameters in a reward or interactive mode. Spectators can enjoy NPCs in the main broadcast or the game scene, the cloud game platform can modify game parameters of the main broadcast or the NPCs according to the enjoying conditions of the spectators, for example, the game attributes of certain NPCs in the game scene, such as the attack and defense capability, are adjusted, or new NPCs are created, and the spectators give props and the NPCs through enjoying or recharging; the cloud game platform can also adjust the game progress in real time according to the appreciation condition and the comment condition of the audience, for example, after the anchor completes the current copy, a new copy is added, so that the anchor enters the new game copy and plays the game, or the anchor is guided to enter different plot branches and is further live broadcast, so that more entertainment is brought. (the NPC is added to the anchor to call the anchor, and after a certain NPC is clicked, the NPC can be rewarded, enriched with blood, revived and strengthened).
During play of the anchor, the anchor may select one or more spectators from the current spectators to interact with the anchor, for example, selecting a spectator, such as a first live game spectator, to enable the spectators to participate in the game and play the game in cooperation with the anchor. The spectator may also receive a portion of the viewing revenue during the play of the spectator with the anchor.
In an implementation manner of this embodiment, the loading the first virtual game scene using the live server resource includes one of the following: sending a game creation request to a game server, receiving a first game scene resource fed back by the game server based on the game creation request, and controlling a live broadcast server to load a first virtual game scene by adopting the first game scene resource; and locally reading second game scene resources uploaded by a third party at the live broadcast server or the game server, and controlling the live broadcast server to load the first virtual game scene by adopting the second game scene resources.
In the scheme, the game content can be expanded from the game server, for example, a certain audience can be a developer, a copy can be automatically developed based on resources provided by the cloud game platform, when the user watches the live broadcast of the anchor, a link can be sent out and given to the cloud game platform, so that the anchor or other audiences can enter the game copy after clicking the link and play the game.
Optionally, the second game scene resource may be a resource such as a game scene and a prop generated by UGC, for example, a content resource created by a player in the meta universe.
In an embodiment of this embodiment, the method further includes: monitoring game moments meeting preset conditions in a live game process of a first virtual game scene; generating a game clip picture at the game moment; the game montage is sent to the first spectator client.
A server-side rendering screen is Generated by determining a highlight game screen Generated in a game scene in UGC or PGC (Professional Generated Content), and is transmitted as a clip video at a highlight time to a client of a player or any other client associated with a game or live broadcast.
By adopting the embodiment, based on the interaction scheme in the cloud game platform, the interaction between the player or audience and the anchor player in the game scene is increased, and the playability is increased.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
Example 2
In this embodiment, an interaction apparatus in cloud game live broadcast is further provided, which is used to implement the foregoing embodiment and the preferred embodiment, and the description already made is omitted for brevity. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 5 is a block diagram of an interaction apparatus in a cloud game live broadcast according to an embodiment of the present invention, and as shown in fig. 5, the apparatus includes: a loading module 50, a first receiving module 52, an adjusting module 54, a transmitting module 56, wherein,
a loading module 50, configured to load a first virtual game scene using a live server resource, where the first virtual game scene includes a first virtual character and a second virtual character, the first virtual character is controlled by an anchor client of a live game anchor, and the second virtual character is controlled by a first audience client of a live game audience;
a first receiving module 52, configured to receive interaction request information in the first virtual game scene;
an adjusting module 54, configured to adjust a game parameter of the first virtual game scene and/or load a second virtual game scene according to the interaction request information;
a transmission module 56, configured to transmit a live game screen of the first virtual game scene to the anchor client and the first viewer client.
Optionally, the first receiving module includes: a first receiving unit, configured to receive, in the first virtual game scene, a plurality of barrage messages sent by the first spectator client or the second spectator client, where the second spectator client is a client of a second live-broadcast spectator in the first virtual game scene; the adjustment module includes: the extracting unit is used for extracting game keywords in the plurality of bullet screen messages and analyzing the game intentions corresponding to the game keywords; a first control unit for controlling a first game parameter of the virtual game scene according to the game intention, wherein the game parameter comprises at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
Optionally, the first control unit includes: a first parsing subunit, configured to parse a first game element and a first intent vector associated with the game intent, wherein the first intent vector is used to characterize an intention intensity and a control direction of the first game element controlled by the first spectator client or the second spectator client; a processing subunit, configured to add or delete the first game element in the virtual game scene according to the first intention vector, and/or adjust a game attribute value of the first game element according to the first intention vector.
Optionally, the first control unit includes: the second analysis subunit is used for calling a preset neural network model to analyze an intention condition and an intention target of the game intention, wherein the intention target is a game control instruction executed under the condition that the intention condition is completed in the first virtual game scene; the monitoring subunit is used for monitoring a target game parameter corresponding to the intention condition in the first virtual game scene; the generating subunit is used for generating the game control instruction if the target game parameter meets the intention condition; and the issuing subunit is used for issuing the game control instruction to a game server so that the game server controls the first game parameter of the virtual game scene according to the game control instruction.
Optionally, the first receiving module includes: a second receiving unit, configured to receive the reward item sent by the first spectator client or the second spectator client in the first virtual game scene, where the second spectator client is a client of a second live game spectator in the first virtual game scene; the adjustment module includes: the obtaining unit is used for obtaining the property of the appreciation prop and calculating the game control parameter of the appreciation prop according to the property of the prop; a second control unit, configured to control a second game parameter of the virtual game scene according to the game control parameter, where the second game parameter includes at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
Optionally, the second control unit includes: a parsing subunit, configured to parse a second game element and a second intent vector associated with the game control parameter, where the second intent vector is used to characterize an intention intensity and a control direction of the first spectator client or the second spectator client for controlling the second game element; a processing subunit, configured to add or delete the second game element in the virtual game scene according to the second intention vector, and/or adjust a game attribute value of the second game element according to the second intention vector.
Optionally, the adjusting module includes: the conversion unit is used for converting the interaction request information into a resource loading instruction; the request unit is used for calling a game engine to request script resources of the game script from a game server or a game resource database of a third party based on the resource loading instruction; and the loading unit is used for loading the second virtual game scene by adopting the script resources.
Optionally, the first receiving module includes: a third receiving unit, configured to receive a permission exchange request sent by the first viewer client; the adjustment module includes: a transfer unit for transferring the control authority of the first avatar from the anchor client to the first viewer client in response to the authority exchange request; and the third control unit is used for detecting a first game instruction issued by the first spectator client side by using the control permission and controlling the first virtual character in the first virtual game scene according to the first game instruction.
Optionally, the first receiving module includes: a fourth receiving unit, configured to receive a permission sharing request sent by the first viewer client; the adjustment module includes: a configuration unit, configured to respond to the permission sharing request, request a game server for a control permission of the first virtual character, and configure the control permission for the first viewer client; and the fourth control unit is used for detecting a second game instruction and a third game instruction issued by the anchor client and/or the first audience client and controlling the first virtual character in the first virtual game scene according to the second game instruction and the third game instruction.
Optionally, the first receiving module includes: a fifth receiving unit, configured to receive, in the first virtual game scene, a permission allocation request of a target game item sent by the first spectator client or the second spectator client, where the second spectator client is a client of a second live game spectator in the first virtual game scene; the adjustment module includes: and the allocation unit is used for responding to the permission allocation request and allocating the temporary use permission of the target game item to the first virtual character.
Optionally, the apparatus further comprises: a second receiving module, configured to receive first engagement information created by the anchor client, where the first engagement information includes: the fight time, the fight place and the fight help; the pushing module is used for pushing the engagement information to a third virtual role corresponding to a designated group member in the fight group; and the first creating module is used for receiving first battle information fed back by the third virtual character based on the first engagement information, and creating a virtual battlefield in the battle place in the first virtual game scene at the battle time.
Optionally, the apparatus further comprises: a third receiving module, configured to receive second engagement information created by the anchor client, where the second engagement information includes: fight time, fight place, fight condition; the release module is used for releasing the second engagement information to the global server through a cross-server central server where the anchor client is located; and the second creating module is used for receiving second combat information fed back by a fourth virtual character based on the second engagement information, and creating a virtual battlefield in the combat place in the first virtual game scene at the combat time.
Optionally, the loading module includes: the first loading unit is used for loading the first virtual role in a first virtual game scene by adopting a live server resource; a receiving unit, configured to receive a game join request of the first spectator client, or receive a game invitation request of the anchor client; and the second loading unit is used for responding to the game joining request or the game invitation request and loading the second virtual role in the first virtual game scene by adopting the live broadcast server resource.
Optionally, the loading module includes one of: the third loading unit is used for sending a game creation request to a game server, receiving a first game scene resource fed back by the game server based on the game creation request, and controlling a live broadcast server to load the first virtual game scene by adopting the first game scene resource; and the fourth loading unit is used for locally reading second game scene resources uploaded by a third party in the live broadcast server or the game server and controlling the live broadcast server to load the first virtual game scene by adopting the second game scene resources.
Optionally, the apparatus further comprises: the monitoring module is used for monitoring the game time meeting the preset conditions in the live game process of the first virtual game scene; the generating module is used for generating a game clip picture of the game moment; a sending module, configured to send the game montage to the first spectator client.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Example 3
Fig. 6 is a structural diagram of an electronic device according to an embodiment of the present invention, and as shown in fig. 6, the electronic device includes a processor 61, a communication interface 62, a memory 63, and a communication bus 64, where the processor 61, the communication interface 62, and the memory 63 complete mutual communication through the communication bus 64, and the memory 63 is used for storing a computer program;
the processor 61 is configured to implement the following steps when executing the program stored in the memory 63: loading a first virtual game scene by adopting a live broadcast server resource, wherein the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game; receiving interaction request information in the first virtual game scene; adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information; and transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client.
Optionally, receiving interaction request information in the first virtual game scene, and adjusting the game parameters of the first virtual game scene according to the interaction request information includes: receiving a plurality of barrage messages sent by the first spectator client or the second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene; extracting game keywords in the plurality of bullet screen messages, and analyzing a game intention corresponding to the game keywords; controlling a first game parameter of the virtual game scene according to the game intent, wherein the game parameter comprises at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
Optionally, the controlling the first game parameter of the virtual game scene according to the game intention includes: parsing a first game element and a first intent vector associated with the game intent, wherein the first intent vector is used to characterize an intent intensity and a control direction of the first game element for control by the first spectator client or the second spectator client; adding or deleting the first game element in the virtual game scene according to the first intention vector, and/or adjusting a game attribute value of the first game element according to the first intention vector.
Optionally, the controlling the first game parameter of the virtual game scene according to the game intention includes: calling a preset neural network model to analyze an intention condition and an intention target of the game intention, wherein the intention target is a game control instruction executed under the condition that the intention condition is completed in the first virtual game scene; monitoring a target game parameter corresponding to the intention condition in the first virtual game scene; if the target game parameter meets the intention condition, generating the game control instruction; and issuing the game control instruction to a game server so that the game server controls a first game parameter of the virtual game scene according to the game control instruction.
Optionally, receiving interaction request information in the first virtual game scene, and adjusting the game parameters of the first virtual game scene according to the interaction request information includes: receiving a reward item sent by the first spectator client or a second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene; acquiring property attributes of the appreciation props, and calculating game control parameters of the appreciation props according to the property attributes; controlling a second game parameter controlling the virtual game scene according to the game control parameter, wherein the second game parameter comprises at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
Optionally, the controlling the second game parameter of the virtual game scene according to the game control parameter includes: parsing a second game element and a second intent vector associated with the game control parameter, wherein the second intent vector is used to characterize an intent intensity and a control direction of the first spectator client or the second spectator client to control the second game element; adding or deleting the second game element in the virtual game scene according to the second intention vector, and/or adjusting a game attribute value of the second game element according to the second intention vector.
Optionally, loading a second virtual game scene according to the interaction request information includes: converting the interaction request information into a resource loading instruction; calling a game engine to request script resources of the game script from a game server or a game resource database of a third party based on the resource loading instruction; and loading a second virtual game scene by adopting the script resources.
Optionally, receiving interaction request information in the first virtual game scene, and adjusting the game parameters of the first virtual game scene according to the interaction request information includes: receiving a permission exchange request sent by the first viewer client; transferring control permissions of the first avatar from the anchor client to the first viewer client in response to the permission exchange request; and detecting a first game instruction issued by the first spectator client side by using the control authority, and controlling the first virtual character in the first virtual game scene according to the first game instruction.
Optionally, receiving interaction request information in the first virtual game scene, and adjusting the game parameters of the first virtual game scene according to the interaction request information includes: receiving a permission sharing request sent by the first viewer client; responding to the permission sharing request, requesting the control permission of the first virtual role from a game server, and configuring the control permission for the first audience client; and detecting a second game instruction and a third game instruction issued by the anchor client and/or the first audience client, and controlling the first virtual character in the first virtual game scene according to the second game instruction and the third game instruction.
Optionally, receiving interaction request information in the first virtual game scene, and adjusting the game parameters of the first virtual game scene according to the interaction request information includes: receiving a permission allocation request of a target game item sent by the first spectator client or a second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene; and responding to the permission allocation request, and allocating temporary use permission of the target game item to the first virtual character.
Optionally, the method further includes: receiving first engagement information created by the anchor client, wherein the first engagement information comprises: the fight time, the fight place and the fight help; pushing the engagement information to a third virtual role corresponding to a designated group member in the fight group; receiving first engagement information fed back by the third virtual character based on the first engagement information, and creating a virtual battlefield at the engagement place in the first virtual game scene at the engagement time.
Optionally, the method further includes: receiving second engagement information created by the anchor client, wherein the second engagement information comprises: fight time, fight place, fight condition; issuing the second engagement information to a global server through a cross-server central server where the anchor client is located; receiving second combat information fed back by a fourth virtual character based on the second engagement information, and creating a virtual battlefield at the combat time at the combat place in the first virtual game scene.
Optionally, the loading the first virtual game scene by using the live server resource includes: loading the first virtual role in a first virtual game scene by adopting a live broadcast server resource; receiving a game joining request of the first audience client side or receiving a game inviting request of the anchor client side; and responding to the game joining request or the game invitation request, and loading the second virtual role in the first virtual game scene by adopting live broadcast server resources.
Optionally, the loading the first virtual game scene by using the live server resource includes one of the following: sending a game creation request to a game server, receiving a first game scene resource fed back by the game server based on the game creation request, and controlling a live broadcast server to load the first virtual game scene by adopting the first game scene resource; and locally reading second game scene resources uploaded by a third party at a live broadcast server or a game server, and controlling the live broadcast server to load the first virtual game scene by adopting the second game scene resources.
Optionally, the method further includes: monitoring game moments meeting preset conditions in a live game process of a first virtual game scene; generating a game montage of the game time; sending the game montage to the first spectator client.
The communication bus mentioned in the above terminal may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown, but this does not mean that there is only one bus or one type of bus.
The communication interface is used for communication between the terminal and other equipment.
The Memory may include a Random Access Memory (RAM) or a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. Optionally, the memory may also be at least one memory device located remotely from the processor.
The Processor may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the Integrated Circuit may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component.
In yet another embodiment provided by the present application, a computer-readable storage medium is further provided, where instructions are stored in the computer-readable storage medium, and when the instructions are executed on a computer, the computer is caused to execute the interaction method in the cloud game live broadcast described in any one of the above embodiments.
In yet another embodiment provided by the present application, there is also provided a computer program product containing instructions, which when run on a computer, causes the computer to execute the interaction method in the cloud game live broadcast described in any of the above embodiments.
In the above embodiments, the implementation may be wholly or partially realized by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, cause the processes or functions described in accordance with the embodiments of the application to occur, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable device. The computer instructions may be stored in a computer readable storage medium or transmitted from one computer readable storage medium to another, for example, from one website site, computer, server, or data center to another website site, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, Digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device, such as a server, a data center, etc., that incorporates one or more of the available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., Solid State Disk (SSD)), among others.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be 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, units or modules, and may be in an electrical 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 unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (18)

1. An interaction method in cloud game live broadcast is characterized by comprising the following steps:
loading a first virtual game scene by adopting a live broadcast server resource, wherein the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game;
receiving interaction request information in the first virtual game scene;
adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information;
and transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client.
2. The method of claim 1, wherein receiving interaction request information in the first virtual game scenario, and wherein adjusting game parameters of the first virtual game scenario according to the interaction request information comprises:
receiving a plurality of barrage messages sent by the first spectator client or the second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene;
extracting game keywords in the plurality of bullet screen messages, and analyzing a game intention corresponding to the game keywords;
controlling a first game parameter of the virtual game scene according to the game intent, wherein the game parameter comprises at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
3. The method of claim 2, wherein controlling a first game parameter of the virtual game scene according to the game intent comprises:
parsing a first game element and a first intent vector associated with the game intent, wherein the first intent vector is used to characterize an intent intensity and a control direction of the first game element for control by the first spectator client or the second spectator client;
adding or deleting the first game element in the virtual game scene according to the first intention vector, and/or adjusting a game attribute value of the first game element according to the first intention vector.
4. The method of claim 2, wherein controlling a first game parameter of the virtual game scene according to the game intent comprises:
calling a preset neural network model to analyze an intention condition and an intention target of the game intention, wherein the intention target is a game control instruction executed under the condition that the intention condition is completed in the first virtual game scene;
monitoring a target game parameter corresponding to the intention condition in the first virtual game scene;
if the target game parameter meets the intention condition, generating the game control instruction;
and issuing the game control instruction to a game server so that the game server controls a first game parameter of the virtual game scene according to the game control instruction.
5. The method of claim 1, wherein receiving interaction request information in the first virtual game scenario, and wherein adjusting game parameters of the first virtual game scenario according to the interaction request information comprises:
receiving a reward item sent by the first spectator client or a second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene;
acquiring property attributes of the appreciation props, and calculating game control parameters of the appreciation props according to the property attributes;
controlling a second game parameter controlling the virtual game scene according to the game control parameter, wherein the second game parameter comprises at least one of: the game system comprises a first virtual character, a second virtual character, a first game parameter of the first virtual character, a second game parameter of the second virtual character and a game scene parameter of the first virtual game scene.
6. The method of claim 5, wherein controlling a second game parameter of the virtual game scene according to the game control parameter comprises:
parsing a second game element and a second intent vector associated with the game control parameter, wherein the second intent vector is used to characterize an intent intensity and a control direction of the first spectator client or the second spectator client to control the second game element;
adding or deleting the second game element in the virtual game scene according to the second intention vector, and/or adjusting a game attribute value of the second game element according to the second intention vector.
7. The method of claim 1, wherein loading a second virtual game scene according to the interaction request information comprises:
converting the interaction request information into a resource loading instruction;
calling a game engine to request script resources of the game script from a game server or a game resource database of a third party based on the resource loading instruction;
and loading a second virtual game scene by adopting the script resources.
8. The method of claim 1, wherein receiving interaction request information in the first virtual game scenario, and wherein adjusting game parameters of the first virtual game scenario according to the interaction request information comprises:
receiving a permission exchange request sent by the first viewer client;
transferring control permissions of the first avatar from the anchor client to the first viewer client in response to the permission exchange request;
and detecting a first game instruction issued by the first spectator client side by using the control authority, and controlling the first virtual character in the first virtual game scene according to the first game instruction.
9. The method of claim 1, wherein receiving interaction request information in the first virtual game scenario, and wherein adjusting game parameters of the first virtual game scenario according to the interaction request information comprises:
receiving a permission sharing request sent by the first viewer client;
responding to the permission sharing request, requesting the control permission of the first virtual role from a game server, and configuring the control permission for the first audience client;
and detecting a second game instruction and a third game instruction issued by the anchor client and/or the first audience client, and controlling the first virtual character in the first virtual game scene according to the second game instruction and the third game instruction.
10. The method of claim 1, wherein receiving interaction request information in the first virtual game scenario, and wherein adjusting game parameters of the first virtual game scenario according to the interaction request information comprises:
receiving a permission allocation request of a target game item sent by the first spectator client or a second spectator client in the first virtual game scene, wherein the second spectator client is a client of a second live game spectator in the first virtual game scene;
and responding to the permission allocation request, and allocating temporary use permission of the target game item to the first virtual character.
11. The method of claim 1, further comprising:
receiving first engagement information created by the anchor client, wherein the first engagement information comprises: the fight time, the fight place and the fight help;
pushing the engagement information to a third virtual role corresponding to a designated group member in the fight group;
receiving first engagement information fed back by the third virtual character based on the first engagement information, and creating a virtual battlefield at the engagement place in the first virtual game scene at the engagement time.
12. The method of claim 1, further comprising:
receiving second engagement information created by the anchor client, wherein the second engagement information comprises: fight time, fight place, fight condition;
issuing the second engagement information to a global server through a cross-server central server where the anchor client is located;
receiving second combat information fed back by a fourth virtual character based on the second engagement information, and creating a virtual battlefield at the combat time at the combat place in the first virtual game scene.
13. The method of claim 1, wherein loading the first virtual game scene with the live server resource comprises:
loading the first virtual role in a first virtual game scene by adopting a live broadcast server resource;
receiving a game joining request of the first audience client side or receiving a game inviting request of the anchor client side;
and responding to the game joining request or the game invitation request, and loading the second virtual role in the first virtual game scene by adopting live broadcast server resources.
14. The method of claim 1, wherein loading the first virtual game scene using the live server resource comprises one of:
sending a game creation request to a game server, receiving a first game scene resource fed back by the game server based on the game creation request, and controlling a live broadcast server to load the first virtual game scene by adopting the first game scene resource;
and locally reading second game scene resources uploaded by a third party at a live broadcast server or a game server, and controlling the live broadcast server to load the first virtual game scene by adopting the second game scene resources.
15. The method of claim 1, further comprising:
monitoring game moments meeting preset conditions in a live game process of a first virtual game scene;
generating a game montage of the game time;
sending the game montage to the first spectator client.
16. An interaction device in cloud game live broadcast is characterized by comprising:
the system comprises a loading module, a live broadcast server and a live broadcast server, wherein the loading module is used for loading a first virtual game scene by adopting live broadcast server resources, the first virtual game scene comprises a first virtual role and a second virtual role, the first virtual role is controlled by an anchor client of a live broadcast anchor of the game, and the second virtual role is controlled by a first audience client of a live broadcast audience of the first game;
the first receiving module is used for receiving interaction request information in the first virtual game scene;
the adjusting module is used for adjusting game parameters of the first virtual game scene and/or loading a second virtual game scene according to the interaction request information;
and the transmission module is used for transmitting the live game picture of the first virtual game scene to the anchor client and the first audience client.
17. A storage medium, in which a computer program is stored, wherein the computer program is arranged to perform the method as claimed in any one of claims 1 to 15 when executed.
18. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method as claimed in any one of claims 1 to 15.
CN202111449943.9A 2021-11-30 2021-11-30 Interaction method and device in cloud game live broadcast, storage medium and electronic device Pending CN114082198A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111449943.9A CN114082198A (en) 2021-11-30 2021-11-30 Interaction method and device in cloud game live broadcast, storage medium and electronic device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111449943.9A CN114082198A (en) 2021-11-30 2021-11-30 Interaction method and device in cloud game live broadcast, storage medium and electronic device

Publications (1)

Publication Number Publication Date
CN114082198A true CN114082198A (en) 2022-02-25

Family

ID=80306172

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111449943.9A Pending CN114082198A (en) 2021-11-30 2021-11-30 Interaction method and device in cloud game live broadcast, storage medium and electronic device

Country Status (1)

Country Link
CN (1) CN114082198A (en)

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115177955A (en) * 2022-07-05 2022-10-14 抖音视界(北京)有限公司 Cloud game interaction method and device, readable medium and electronic equipment
CN115225949A (en) * 2022-07-11 2022-10-21 广州博冠信息科技有限公司 Live broadcast interaction method and device, computer storage medium and electronic equipment
CN115396685A (en) * 2022-08-23 2022-11-25 广州博冠信息科技有限公司 Live broadcast interaction method and device, readable storage medium and electronic equipment
CN115695830A (en) * 2022-09-19 2023-02-03 北京所思信息科技有限责任公司 Live broadcast interaction method, device, equipment and storage medium
CN116582719A (en) * 2023-07-14 2023-08-11 北京微吼时代科技有限公司 Multi-role live broadcast authority control method, system, electronic equipment and storage medium

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115177955A (en) * 2022-07-05 2022-10-14 抖音视界(北京)有限公司 Cloud game interaction method and device, readable medium and electronic equipment
CN115225949A (en) * 2022-07-11 2022-10-21 广州博冠信息科技有限公司 Live broadcast interaction method and device, computer storage medium and electronic equipment
CN115396685A (en) * 2022-08-23 2022-11-25 广州博冠信息科技有限公司 Live broadcast interaction method and device, readable storage medium and electronic equipment
CN115396685B (en) * 2022-08-23 2024-03-15 广州博冠信息科技有限公司 Live interaction method and device, readable storage medium and electronic equipment
CN115695830A (en) * 2022-09-19 2023-02-03 北京所思信息科技有限责任公司 Live broadcast interaction method, device, equipment and storage medium
CN116582719A (en) * 2023-07-14 2023-08-11 北京微吼时代科技有限公司 Multi-role live broadcast authority control method, system, electronic equipment and storage medium

Similar Documents

Publication Publication Date Title
CN112788358B (en) Video live broadcast method, video sending method, device and equipment for game match
CN114082198A (en) Interaction method and device in cloud game live broadcast, storage medium and electronic device
CN111405304B (en) Anchor interaction method and device, computer equipment and storage medium
CN109224456B (en) Live broadcast room game team forming method, live broadcast-based game interaction system and server
US9066144B2 (en) Interactive remote participation in live entertainment
WO2020052421A1 (en) Method for configuring virtual scene, device, storage medium, and electronic device
CN105245546A (en) Information display method and system
WO2023029823A1 (en) Game picture display method and apparatus, device and storage medium
KR102535789B1 (en) Invitation link to launch multi-user application
CN113163223B (en) Live interaction method, device, terminal equipment and storage medium
CN111093087A (en) Live wheat-connecting method, device and system, storage medium and electronic equipment
US20220258048A1 (en) Method and apparatus for executing interaction event
CN111836066A (en) Live broadcast-based team interaction method, device, equipment and storage medium
CN114501104B (en) Interaction method, device, equipment, storage medium and product based on live video
CN114007094A (en) Voice microphone-connecting interaction method, system, medium and computer equipment for live broadcast room
CN113473169A (en) Group live broadcasting method and device, storage medium and computer equipment
CN113348024A (en) Establishing and managing multiplayer sessions
CN108371814A (en) Implementation method, device, electronic equipment and the storage medium of more human body sense dancings
CN114007095A (en) Voice microphone-connecting interaction method, system, medium and computer equipment for live broadcast room
US20230356082A1 (en) Method and apparatus for displaying event pop-ups, device, medium and program product
CN110354496B (en) Electronic athletic event processing method and device, storage medium and electronic equipment
CN114503534A (en) Initiating a multi-user session
US11541319B2 (en) System and method for filtering stream chats
WO2023103571A1 (en) Game management method and apparatus, and device and computer-readable storage medium
CN113058265B (en) Interaction method, device, equipment and storage medium between teams in virtual scene

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination