CN114307150A - Interaction method, device, equipment, medium and program product between virtual objects - Google Patents

Interaction method, device, equipment, medium and program product between virtual objects Download PDF

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Publication number
CN114307150A
CN114307150A CN202210016556.4A CN202210016556A CN114307150A CN 114307150 A CN114307150 A CN 114307150A CN 202210016556 A CN202210016556 A CN 202210016556A CN 114307150 A CN114307150 A CN 114307150A
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virtual
virtual object
interaction
virtual objects
objects
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CN202210016556.4A
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CN114307150B (en
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蔡奋麟
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Abstract

The application discloses a method, a device, equipment, a medium and a program product for interaction between virtual objects, and relates to the field of interface interaction. The method comprises the following steps: displaying a first virtual object and at least two second virtual objects in a virtual scene; in a first time period when the second virtual objects and the first virtual objects are interacted, a first object group of at least two second virtual objects is interacted with the first virtual object; and in a second time period when the second virtual object interacts with the first virtual object, interacting with the first virtual object through a second object group of at least two second virtual objects. By setting the authority distribution for carrying out virtual attack on the main control virtual object in at least two NPCs, the interaction between the NPCs with too much time or too few time and the main control virtual object is avoided, the strategic layout of a user is facilitated, the man-machine interaction efficiency is improved, the user experience is improved, and the uncertainty of the user in the game process is reduced.

Description

Interaction method, device, equipment, medium and program product between virtual objects
Technical Field
The present disclosure relates to the field of interface interaction, and in particular, to a method, an apparatus, a device, a medium, and a program product for interaction between virtual objects.
Background
In applications that include a virtual scene, a user is typically able to control the movement of virtual objects in the virtual scene or to interact with other virtual objects, such as: in a game, a Player can control a virtual object to virtually match a Non-Player controlled Character (NPC) in a virtual scene.
In the related art, the position range is used as a condition, the NPC within the preset distance range of the main control virtual object is an Artificial Intelligence (AI) object which performs virtual match with the main control virtual object, and the NPC interacts with the main control virtual object to perform virtual match, virtual match and the like.
In the above interaction manner, taking virtual fight as an example, since the number of NPCs within the preset distance range of the main control virtual object cannot be controlled, too many NPCs may attack the main control virtual object at the same time, resulting in unbalanced interaction conditions and poor user experience.
Disclosure of Invention
The embodiment of the application provides an interaction method, device, equipment, medium and program product between virtual objects, which can balance the interaction situation between an NPC and a main control virtual object, improve the interaction efficiency and improve the user experience. The technical scheme is as follows:
in one aspect, a method for interaction between virtual objects is provided, the method including:
displaying a first virtual object and at least two second virtual objects in a virtual scene, wherein the second virtual objects are non-player control characters, and an interactive relation is formed between the second virtual objects and the first virtual objects;
during a first time period in which the second virtual object interacts with the first virtual object, interacting with the first virtual object through a first object group of at least two second virtual objects, the first object group being determined from the at least two second virtual objects based on an object selection condition;
updating at least two second virtual objects in the virtual scene after the first time period is displayed;
during a second time period in which the second virtual object interacts with the first virtual object, interacting with the first virtual object through a second object group of the at least two second virtual objects, the second object group being determined from the updated at least two second virtual objects based on the object selection condition.
In another aspect, an apparatus for interaction between virtual objects is provided, the apparatus comprising:
the display module is used for displaying a first virtual object and at least two second virtual objects in a virtual scene, the second virtual objects are non-player control characters, and an interaction relation is formed between the second virtual objects and the first virtual objects;
an interaction module, configured to interact with the first virtual object through a first object group of at least two second virtual objects in a first time period in which the second virtual object interacts with the first virtual object, where the first object group is determined from the at least two second virtual objects based on an object selection condition;
the display module is further configured to update and display at least two second virtual objects in the virtual scene after the first time period;
the interaction module is further configured to interact with the first virtual object through a second object group of the at least two second virtual objects in a second time period in which the second virtual object interacts with the first virtual object, where the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
In another aspect, a computer device is provided, which includes a processor and a memory, wherein at least one instruction, at least one program, a set of codes, or a set of instructions is stored in the memory, and the at least one instruction, the at least one program, the set of codes, or the set of instructions is loaded and executed by the processor to implement the method for interaction between virtual objects according to any of the embodiments of the present application.
In another aspect, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by a processor to implement a method of interaction between virtual objects as described in any of the embodiments of the present application.
In another aspect, a computer program product or computer program is provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the interaction method between the virtual objects according to any of the above embodiments.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the permission allocation for carrying out virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, the number of NPCs interacting with the main control virtual object is limited, the phenomenon that too many or too few NPCs interact with the main control virtual object at the same time is avoided, the strategic layout of a user is facilitated, the man-machine interaction efficiency is improved, the user experience is improved, and the uncertainty of the user in the game process is reduced.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a diagram illustrating virtual object interaction in the related art according to an exemplary embodiment of the present application;
FIG. 2 is a schematic diagram of virtual object interaction provided by an exemplary embodiment of the present application;
fig. 3 is a block diagram of a terminal according to an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 5 is a flowchart of a method for interaction between virtual objects provided by an exemplary embodiment of the present application;
FIG. 6 is a flow chart of a method of interaction between virtual objects provided by another exemplary embodiment of the present application;
FIG. 7 is a schematic diagram of an interaction turn of an aggregated distribution provided based on the embodiment shown in FIG. 6;
FIG. 8 is a schematic diagram of an evenly distributed interaction turn provided based on the embodiment shown in FIG. 6;
FIG. 9 is a schematic diagram of the interaction angle range provided based on the embodiment shown in FIG. 6;
FIG. 10 is a schematic diagram of another interaction angle range provided based on the embodiment shown in FIG. 6;
FIG. 11 is a schematic diagram of interactions between virtual objects provided based on the embodiment shown in FIG. 6;
FIG. 12 is a schematic diagram of interactions between virtual objects provided based on the embodiment shown in FIG. 6;
FIG. 13 is a flowchart of a method of interaction between virtual objects provided by another exemplary embodiment of the present application;
FIG. 14 is a flowchart of a method for interaction between virtual objects during an allocation period, as provided by an exemplary embodiment of the present application;
FIG. 15 is a block diagram illustrating an interaction apparatus between virtual objects according to an exemplary embodiment of the present disclosure;
FIG. 16 is a block diagram of an interaction device between virtual objects according to another exemplary embodiment of the present application;
fig. 17 is a block diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
In a game application or some virtual scene-based applications, a player is typically able to control a virtual object to perform various actions in a virtual scene, or the player is able to control a virtual object to interact with other virtual objects in a virtual scene.
Illustratively, a player can control the main control virtual object to perform dance interaction and virtual attack interaction with virtual objects controlled by other players in a virtual scene; the master virtual object may also be controlled to interact with a Non-Player Character (NPC) in the virtual scene.
In the related art, NPCs within a predetermined range of the master virtual object are NPC objects interacting with the master virtual object, and schematically, as shown in fig. 1, the NCP objects 110 surrounding the periphery of the master virtual object 100 are virtual objects for performing virtual attack on the master virtual object 100 at a first time.
In the above interaction manner, the number of NPCs around the main control virtual object is large at some times, and the number of NPCs around the main control virtual object is small at some times, so that the attack force of the virtual attack on the main control virtual object is too large at some times, and the attack force of the virtual attack is small at other times. Illustratively, as shown in fig. 1, the number of NCP objects 120 surrounding the periphery of the master virtual object 100 at the second time is smaller than that at the first time, resulting in unbalanced attack distribution to the master virtual object 100.
In the embodiment of the application, the authority allocation for performing virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, the number of NPCs interacting with the main control virtual object is limited, the interaction between too many or too few NPCs and the main control virtual object is avoided, a user can conveniently perform strategic layout, the human-computer interaction efficiency is improved, the user experience is improved, and the uncertainty of the user in the game process is reduced.
In some embodiments, the object selection condition includes at least one of a line-of-sight condition, a distance condition, an attribute condition, a quantity condition, a position condition, an interaction mode condition, and the like.
The line-of-sight range condition is used for indicating that the NPC is in the line-of-sight range of the main control virtual object, or the NPC is out of the line-of-sight range of the main control virtual object;
the distance condition is used to indicate a distance requirement between the NPC and the master virtual object, such as: the distance between the NPC and the main control virtual object is smaller than a preset distance threshold;
the attribute condition is used for indicating the attribute requirement of the NPC, or the attribute requirement of the main control virtual object, or the attribute matching degree requirement of the NPC and the main control virtual object, wherein the attribute comprises at least one of attributes such as a life value, an attack power, a magic value, a skill level and a role level;
the quantity condition is used to indicate the quantity requirement of the NPC interacting with the master virtual object, such as: the NPC interacted with the main control virtual object is below a preset quantity value;
the location condition is used to indicate a location requirement where an NPC interacting with the master virtual object is located, such as: the NPC interacting with the main control virtual object is positioned in the range of the appointed area of the main control virtual object;
the interactive mode condition is used to indicate an interactive mode requirement adopted by the NPC, such as: skills employed for interaction, virtual props employed for interaction, virtual weapons employed for interaction, and the like.
Optionally, the object selection condition may be different according to different game configuration requirements, and illustratively, different object selection conditions are adopted according to different interaction purposes, for example: the interaction between the NPC and the master virtual object is a soothing attack or a pressure attack.
In this embodiment, a line-of-sight range condition and a distance condition are taken as examples, and schematically, as shown in fig. 2, in a virtual scene, a circle of NPC object 210 surrounds a periphery of a main control virtual object 200, and an interaction process between an NPC object 211 and an NPC object 212 and the main control virtual object 200 is displayed according to the line-of-sight range condition and the distance condition, where the line-of-sight range condition is used to limit that the NPC object 210 is located within a preset line-of-sight range of the main control virtual object 200, and the distance condition is used to limit a distance position relationship between the NPC object 210 and the main control virtual object 200.
The terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, mpeg compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, mpeg compression standard Audio Layer 4) player, and so on. An application program supporting a virtual scene, such as an application program supporting a three-dimensional virtual scene, is installed and run in the terminal. The application program may be any one of a virtual reality application program, a three-dimensional map program, a Third-Person Shooting game (TPS), a First-Person Shooting game (FPS), and a Multiplayer Online tactical sports game (MOBA). Alternatively, the application program may be a stand-alone application program, such as a stand-alone three-dimensional game program, or may be a network online application program.
Fig. 3 shows a block diagram of an electronic device according to an exemplary embodiment of the present application. The electronic device 300 includes: an operating system 320 and application programs 322.
Operating system 320 is the base software that provides applications 322 with secure access to computer hardware.
The application 322 is an application that supports virtual scenes. Optionally, application 322 is an application that supports a three-dimensional virtual scene. The application 322 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, and an MOBA game. The application 322 may be a stand-alone application, such as a stand-alone three-dimensional game program, or may be a network-connected application.
Fig. 4 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 400 includes: a first device 420, a server 440, and a second device 460.
The first device 420 is installed and operated with an application program supporting a virtual scene. The application program may be any one of a virtual reality application program, a three-dimensional map program, a TPS game, an FPS game, and an MOBA game. The first device 420 is a device used by a first user who uses the first device 420 to control a second virtual object located in a virtual scene for activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking, shooting, attacking, throwing. Illustratively, the second virtual object is a first virtual character, such as a simulated character or an animated character.
The first device 420 is connected to the server 440 through a wireless network or a wired network.
The server 440 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 440 is used for providing background services for the application programs supporting the three-dimensional virtual scenes. Optionally, server 440 undertakes primary computing work and first device 420 and second device 460 undertakes secondary computing work; alternatively, server 440 undertakes secondary computing work and first device 420 and second device 460 undertakes primary computing work; alternatively, the server 440, the first device 420, and the second device 460 perform cooperative computing by using a distributed computing architecture.
The second device 460 is installed and operated with an application program supporting a virtual scene. The application program may be any one of a virtual reality application program, a three-dimensional map program, an FPS game, an MOBA game, and a multi-player gunfight type live game. The second device 460 is a device used by a second user who uses the second device 460 to control a second virtual object located in the virtual scene to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, picking, shooting, attacking, throwing. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animated character.
Optionally, the first virtual character and the second virtual character are in the same virtual scene. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights. Alternatively, the first virtual character and the second virtual character may belong to different teams, different organizations, or two groups with enemy.
Alternatively, the applications installed on the first device 420 and the second device 460 are the same, or the applications installed on the two devices are the same type of application for different control system platforms. The first device 420 may generally refer to one of a plurality of devices, and the second device 460 may generally refer to one of a plurality of devices, and this embodiment is illustrated by the first device 420 and the second device 460. The device types of the first device 420 and the second device 460 are the same or different, and include: at least one of a game console, a desktop computer, a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, and a laptop portable computer. The following embodiments are illustrated where the device is a desktop computer.
Those skilled in the art will appreciate that the number of devices described above may be greater or fewer. For example, the number of the devices may be only one, or several tens or hundreds, or more. The number and the type of the devices are not limited in the embodiments of the present application.
It should be noted that the server 440 may be implemented as a physical server, or may also be implemented as a Cloud server, where Cloud technology (Cloud technology) refers to a hosting technology for unifying serial resources such as hardware, software, and network in a wide area network or a local area network to implement calculation, storage, processing, and sharing of data. The cloud technology is based on the general names of network technology, information technology, integration technology, management platform technology, application technology and the like applied in the cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data of different levels are processed separately, and various industry data need strong system background support and can be realized through cloud computing.
In some embodiments, the method provided by the embodiment of the application can be applied to a cloud game scene, so that the data logic calculation in the game process is completed through the cloud server, and the terminal is responsible for displaying the game interface.
It is to be noted that, in the embodiment of the present application, the second virtual object is implemented as an NCP role, and the first virtual object is implemented as a master virtual object.
Referring to fig. 5, it shows a flowchart of an interaction method between virtual objects provided in an exemplary embodiment of the present application, and the method is applied to a terminal for example, as shown in fig. 5, the method includes:
step 501, displaying a first virtual object and at least two second virtual objects in a virtual scene.
Optionally, the virtual scene is a scene displayed when the application program runs on the terminal device. The virtual scene may be a simulated environment of the real world, such as: the virtual scene is a scene obtained by simulating the real world on the basis of the real world construction; or a semi-simulated semi-fictional scene, for example: the virtual scene comprises scenes (such as traffic, roads and the like) existing in the real world and fictional scenes (such as islands A, volcanoes B and the like which do not exist in the real world); it may also be a purely fictional scene, such as: scenes, things and the like in the virtual scene do not have corresponding existence in the real world (such as monsters, queens and the like).
Optionally, the virtual scene is at least one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. In the process of loading the virtual scene, there may be a process of converting a two-dimensional virtual scene into a three-dimensional virtual scene, or there may be a process of switching a three-dimensional virtual scene into a two-dimensional virtual scene, and the like. Illustratively, the virtual scene includes sky, land, sea, etc., the land may include environmental elements such as grassland, desert, city, etc., and the user may control the virtual object to move in the virtual scene.
The second virtual object is a non-player control NPC character, and an interactive relation is formed between the second virtual object and the first virtual object.
In some embodiments, the second virtual object is an NPC virtual object, i.e., a virtual object controlled by the AI control model. The AI control model is a model for controlling the virtual object according to a preset control rule; or the AI control model is an anthropomorphic control model obtained by training according to the operation data of the player, that is, the AI control model simulates the control of the real player on the virtual object to realize the control on the second virtual object.
In some embodiments, the interactive relationship between the second virtual object and the first virtual object comprises at least one of:
1. the first virtual object and the second virtual object are in a hostile relationship in the virtual scene, wherein the hostile relationship refers to a relationship of the hostile relationship and each other in a virtual attack in a game.
Illustratively, the second virtual object is an NPC in a virtual scene, the first virtual object is a master virtual object in the virtual scene, the player controls the first virtual object to perform virtual attack on any one of the second virtual objects, and the second virtual object performs virtual attack on the first virtual object within a preset range of the player. The virtual attack refers to a process of attacking an enemy virtual object through game props in a virtual scene so as to change a state value of the enemy virtual object.
2. The first virtual object and the second virtual object are in a mutual relationship in the virtual scene.
The mutual aid relation means that the first virtual object generates a gain effect on the operation or game progress of the second virtual object in the virtual scene, or the second virtual object generates a gain effect on the operation or game progress of the first virtual object in the virtual scene. Illustratively, the second virtual object increases the life state value of the second virtual object within the preset range of the second virtual object by the motive skill, and the like.
3. The first virtual object and the second virtual object are in a cooperative relationship in the virtual scene.
The cooperation relationship means that the first virtual object and the second virtual object complete a task or need to be completed together in a cooperative manner at a certain stage of a game, and illustratively, the game task has a score of 60, the score of the first virtual object is 50, the score of the designated second virtual object is 72, the game task is equally divided into 61, and the score of 60 required by the game task is achieved, that is, the game task is completed.
It should be noted that the interaction relationship between the first virtual object and the second virtual object is only an illustrative example, and the specific interaction manner of the interaction relationship is not limited in the embodiment of the present application.
Step 502, in a first time period when the second virtual object interacts with the first virtual object, the first virtual object interacts with the first virtual object through a first object group of at least two virtual objects.
Wherein the first object group is determined from the at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; or, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on scene atmosphere parameters of the virtual scene.
Schematically, the determination method of the object selection condition includes at least one of the following cases:
firstly, determining based on an interaction relation between a first virtual object and a second virtual object;
illustratively, when the interaction type between the first virtual object and the second virtual object is a mutual attack type, that is, the first virtual object and the second virtual object are in an adversary relationship, the object selection condition includes a quantity condition, a line-of-sight range condition, and the like. The quantity condition is used for controlling the NPC quantity balance of virtual attack on the main control virtual object in the same time; the sight line range condition is used for limiting the NPC attacking the main control virtual object to be a virtual object in the sight line range of the current main control virtual object. Optionally, as the mutual attack progresses, the second virtual object in the virtual scene is eliminated or knocked back to change.
When the interaction type between the first virtual object and the second virtual object is a mutual aid type, that is, the second virtual object can generate a gain effect on the first virtual object in the virtual scene, the object selection condition includes a level condition, a skill type condition, and the like. The grade condition is used for selecting a second virtual object with the highest grade/meeting the grade requirement from at least two second virtual objects to assist the first virtual object; the skill type condition is used for matching the skill configured by the first virtual object to make selection determination on the second virtual object.
When the interaction type between the first virtual object and the second virtual object is a cooperation type, that is, the first virtual object and the second virtual object need to complete the game task together, the object selection condition includes a level condition, a quantity condition, and the like. The grade condition is used for determining that a second virtual object which is similar to the first virtual object in grade matching/grade is cooperated with the first virtual object from at least two second virtual objects; the number condition is used to determine a corresponding number of second virtual objects from the at least two second virtual objects according to the requirements of the game task.
Secondly, determining based on the interaction purpose between the first virtual object and the second virtual object;
illustratively, the interaction of the first virtual object and the second virtual object is aimed at jointly completing a game task, and the object selection condition includes a condition aimed at producing a gain effect, such as: skill matching conditions, quantity conditions, grade conditions, etc.
Third, scene atmosphere parameters are determined based on the virtual scene.
Illustratively, when the scene atmosphere parameter of the virtual scene is used to indicate that a gentle attack is present between the first virtual object and the second virtual object, the object selection condition includes a quantity condition and a location condition, so as to control a certain number of second virtual objects located in the designated area to attack the first virtual object.
When the scene atmosphere parameters of the virtual scene are used for indicating that the space between the first virtual object and the second virtual object is a compression type attack, the object selection conditions comprise quantity conditions, so that the quantity of the second virtual object is increased to a certain extent to attack the first virtual object.
When the scene atmosphere parameter of the virtual scene is used for indicating that the scene atmosphere of the virtual scene is terrorist, the object selection condition includes a position condition, so that a second virtual object located behind (outside the sight line range of) the first virtual object is controlled to attack the first virtual object.
It should be noted that the determination manner of the object selection condition is only an illustrative example, and the embodiment of the present application does not limit this.
And step 503, updating at least two second virtual objects in the virtual scene after the first time period is displayed.
In some embodiments, at least two second virtual objects having an interactive relationship with the first virtual object are updated during the first time period due to interactions between the first virtual object and the second virtual objects in the first object group, the second virtual objects being unable to continue interacting with the first virtual object.
Illustratively, due to a virtual attack between the first virtual object and the second virtual object, there is a case where the second virtual object is eliminated due to the attack of the first virtual object, so that after the first period of time, at least two second virtual objects within a preset range of the first virtual object are changed.
Or, due to the mutual assistance relationship between the first virtual object and the second virtual object, the second virtual object realizes the state gain of the first virtual object through skill release, so that the second virtual object is beyond the preset range of the first virtual object due to the fact that the release skill is transmitted to the specified position in the virtual scene, and cannot be realized as the second virtual object having the interaction relationship with the first virtual object.
Step 504, during a second time period when the second virtual object interacts with the first virtual object, interacting with the first virtual object through a second object group of the at least two second virtual objects.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; or, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on scene atmosphere parameters of the virtual scene.
In some embodiments, the object selection condition used when determining the second object group is the same as or different from the object selection condition used when determining the first object group, which is not limited in this application.
In some embodiments, the second virtual object interacts with the first virtual object with an interaction period; the first time period and the second time period are two interaction rounds in the target interaction cycle; alternatively, the first time period and the second time period belong to two different interaction periods.
To sum up, in the embodiment of the present application, the permission allocation for performing virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, thereby limiting the number of NPCs interacting with the main control virtual object, avoiding too many or too few NPCs interacting with the main control virtual object at the same time, facilitating the strategic layout of the user, improving the human-computer interaction efficiency, and improving the user experience at the same time.
According to the method provided by the embodiment, the second virtual object interacted with the first virtual object is determined from the at least two second virtual objects according to the object selection condition, so that the second virtual object interacted with the first virtual object is determined according to the interaction requirement, and the balance control capability of the interaction process is improved.
In some embodiments, the second virtual object is periodically selected to interact with the first virtual object based on the interaction period and the object selection condition. Fig. 6 is a flowchart of an interaction method between virtual objects according to another exemplary embodiment of the present application, which is described by taking the method as an example for being applied to a terminal, and as shown in fig. 6, the method includes:
step 601, displaying a first virtual object and at least two second virtual objects in a virtual scene.
The second virtual object is a non-player control NPC character, and an interactive relation is formed between the second virtual object and the first virtual object.
In some embodiments, it is determined that an interactive relationship exists between the second virtual object and the first virtual object when the second virtual object is located within the preset distance range of the first virtual object.
Step 602, determining an interaction period between the second virtual object and the first virtual object.
And determining the interaction cycle duration, the interaction round distribution in the interaction cycle, the interaction round times in the interaction cycle and the like of the second virtual object and the first virtual object.
Wherein, the distribution of interactive round in interactive cycle includes: 1. evenly distributing, namely evenly distributing in an interaction period after determining the number of interaction rounds; 2. the distribution of aggregation, namely, the interaction turns are distributed in the initial period or the middle period or the end period of the interaction period, and the interaction intermittence is provided in other periods of the interaction period, such as: distributing three interactive rounds in the first half of the interactive period, and providing a player interactive interval after a second virtual object of the three rounds is determined; 3. and (4) randomly distributing, namely randomly distributing the round times in the interaction period after determining the round times. The distribution of the interaction rounds is only an illustrative example, and the embodiment of the present application does not limit the distribution.
Illustratively, taking an interactive form as an attack for example, the interaction round distribution of the interaction cycle includes at least one of the following cases according to the interaction requirement:
1. relaxed attack interaction
In some embodiments, a round of interaction is set that aggregates the distribution for a relaxed attack interaction. Schematically, as shown in fig. 7, three attack periods are taken as an example to explain in the attack stage, where the attack period 710, the attack period 720, and the attack period 730 are included, where the attack period 710 is taken as an example, where the attack period includes three rounds, each round determines a group of second virtual objects, and after the third round is determined, a period of time is set as a player attack gap; attack period 720 and attack period 730 are consistent with the round distribution of attack period 710.
2. Compression type attack interaction
In some embodiments, an evenly distributed interaction round is set for the stress-type attack interaction. Schematically, as shown in fig. 8, three attack periods are taken as an example to explain in the attack stage, where the attack periods include an attack period 810, an attack period 820, and an attack period 830, where the attack period 810 includes seven rounds, and 7 rounds are evenly distributed in the attack period 810; attack period 820 and attack period 830 coincide with the round distribution of attack period 810.
3. Interaction in terrorist atmospheres
In some embodiments, for attack in terrorism, a time point is randomly determined as a turn starting time in each attack period, and the second virtual object is determined to attack the first virtual object.
In some embodiments, there are some periods of non-interaction with the first virtual object, such as: in attack period 730 and attack period 830, the first virtual object is not attacked.
Step 603, determining an object selection condition corresponding to the second virtual object.
Optionally, the object selection condition includes at least one of the following cases:
firstly, the object selection condition comprises a sight line range parameter, and the sight line range parameter is used for indicating a target sight line range corresponding to the first virtual object;
determining a first candidate virtual object located within the target gaze range of the first virtual object from the at least two second virtual objects based on the gaze range parameter; a first group of objects is determined from the first candidate virtual objects.
Illustratively, for the relaxed attack interaction, the attack right is allocated to the second virtual object in a range of smaller angles (such as 60 degrees and 120 degrees respectively in front) in front of the first virtual object; aiming at the compression type attack interaction, the attack authority is distributed to the second virtual object in a range of larger angles (such as 120 degrees and 240 degrees respectively at the right and left sides of the right and the left sides) right in front of the first virtual object.
Illustratively, as shown in fig. 9, for a relaxing attack interaction, a region 910 within 120 ° directly in front of the first virtual object 900 is taken as a region for selecting the second virtual object.
As shown in fig. 10, for the press-type attack interaction, only the second virtual object within a range of 90 ° directly behind the first virtual object 1000 is filtered by taking an area 1010 directly in front of the first virtual object 1000 as an area for selecting the second virtual object.
Secondly, the object selection condition comprises a quantity range parameter, and the quantity range parameter corresponds to a quantity range;
a number range of second virtual objects is determined from the at least two second virtual objects based on the number range parameter, generating a first object group.
Illustratively, for a relaxed attack interaction, a first number of second virtual objects is set per attack turn; for a pressure-type attack interaction, setting a second number of second virtual objects per attack turn, the first number being smaller than the second number, wherein the first number and the second number may also be set to a number range, such as: the first number is implemented as 2-4 and the second number as 5-7.
Third, the object selection condition includes a location condition.
And determining a second virtual object which meets the position condition with the first virtual object from at least two second virtual objects based on the position condition, and generating a first object group.
Illustratively, for a relaxing attack interaction, each attack turn sets a second virtual object within a first distance range from the first virtual object to generate a first object group; for the compression type attack interaction, each attack turn sets a second virtual object in a second distance range with the first virtual object to generate a first object group, wherein the first distance is smaller than the second distance, such as: the first distance is 2 meters and the second distance is 4 meters.
It should be noted that the above object selection conditions are only exemplary, and the embodiments of the present application do not limit this. The object selection condition may be applied alternatively or in combination, and the present embodiment is not limited to this.
Prior to a first time period of the interaction period, a first group of objects is determined in the pool of virtual objects based on an object selection condition, step 604.
The virtual object pool comprises at least two second virtual objects positioned in the virtual scene, and an interactive relation exists between the second virtual objects and the first virtual objects in the virtual object pool.
In some embodiments, the pool of virtual objects includes at least two second virtual objects having the first virtual object as an interactive object. That is, NPCs targeted to the same player are included in the same group (i.e., the virtual object pool).
Optionally, in response to the second virtual object existing in the first object group being in the interaction failure state, retracting the interaction authority of the second virtual object in the interaction failure state; a second virtual object interacting with the first virtual object is determined from among second virtual objects other than the first object group based on the object selection condition.
In this embodiment, an attack interaction is taken as an example for explanation, and the process of determining the first object group based on the object selection condition includes the following processes:
1. determining the distribution period of the attack authority; such as: the duration of the distribution period, the attack turn distribution in the distribution period, etc.;
2. in a period, determining the upper limit and the lower limit of the number of NPCs capable of initiating attack;
3. determining NPCs capable of obtaining attack authority in space;
4. recovering attack authority for NPC which can not execute attack interaction;
5. processes for which the number of NPCs is less than the allocable number of rights.
Optionally, the logic details and related parameters of the attack right management system are as follows:
1. all NPCs taking the same first virtual object as an attack target share one attack authority distribution pool to serve as a group for unified management;
2. the system sets a refresh period of attack authority distribution, such as: 2 seconds;
3. for NPC in the group, in each attack authority distribution period, the system sends out a certain number of attack authorities, and upper and lower limits can be configured, for example, in each period, the group always sends out 1-3 attack authorities, and the specific numerical value is random in the interval of [1, 3 ];
4. the attack authority is not sent out once, but sent out one by one in a period, namely the distribution interval is configurable according to the distribution of the attack turns;
5. the NPC positioned in a specified angle in front of the first virtual object camera can obtain attack authority;
6. preferentially distributing attack authority to the NPC close to the first virtual object;
7. the NPC obtaining the attack authority can attack the first virtual object;
8. NPC which does not obtain attack authority can execute actions except for attack;
9. if the NPC obtaining the attack authority cannot execute the attack behavior for some reasons (such as attack or death with higher priority, etc.), the attack authority is returned to the system after a specified time length, and the system tries to redistribute;
10. when the number of the NPCs is less than the number requirement, the attack authority cannot be sent in a sufficient amount, and no additional processing is performed, wherein a single NPC can only receive the attack authority once at most in the same attack period.
Illustratively, for different attack schemes, the logic details and the related parameters correspond to different settings, including the following cases.
A comfort type attack scheme:
1.1 assigning an attack right limit to NPCs within a small angle (e.g., 60 degrees left and right) directly in front of the first virtual object camera;
1.2 narrowing the attack authority number interval which can be sent out;
1.3 properly adjusting the distribution interval time;
1.4, the distribution period of the attack authority is enlarged;
1.5 determine the number of issued attack permissions, multiplied by the allocation interval, which is less than half of the entire allocation period or even less.
Illustratively, as shown in fig. 11, for the comfort attack scheme, a plurality of second virtual objects are surrounded around a first virtual object 1110 in a virtual scene, wherein a second virtual object 1111 closest to the first virtual object 1110 performs a virtual attack on the first virtual object 1110.
A compression type attack scheme:
2.1 assigning attack right limits to NPC within a large angle (for example, 120 degrees left and right) right in front of the first virtual object line of sight, and in an extreme case, 180 degrees left and right, or in some terrorist games, only limited to 90 degrees left and right regions right and left in front of the first virtual object line of sight;
2.2, adjusting the sent attack authority number interval to a larger interval;
2.3 reducing the distribution interval time;
2.4 setting the distribution period of an attack authority in a smaller interval;
2.5 the number of attack permissions issued, multiplied by the allocation interval, is greater than two thirds or even more of the total allocation period.
Schematically, as shown in fig. 12, for the compression-type attack scheme, a plurality of second virtual objects surround a first virtual object 1210 in a virtual scene, wherein the second virtual object 1211, the second virtual object 1212, the second virtual object 1213, and the second virtual object 1214 surrounding the first virtual object 1210 virtually attack the first virtual object 1210.
It should be noted that the above view angle distribution is described by taking the left and right distribution right in front of the first virtual object, and in some embodiments, the view angle distribution may be distributed in other ways, such as: random assignment, etc.
Step 605, in a first time period when the second virtual object interacts with the first virtual object, the first virtual object interacts with the first virtual object through a first object group of at least two virtual objects.
Wherein the first object group is determined from the at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition is a condition determined based on a type of interaction between the first virtual object and the second virtual object; or, the object selection condition is a condition determined based on the purpose of interaction between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on scene atmosphere parameters of the virtual scene.
And 606, updating and displaying at least two second virtual objects in the virtual scene after the first time period.
In some embodiments, at least two second virtual objects having an interactive relationship with the first virtual object are updated during the first time period due to interactions between the first virtual object and the second virtual objects in the first object group, the second virtual objects being unable to continue interacting with the first virtual object.
Step 607, in the second time period when the second virtual object interacts with the first virtual object, the second virtual object group of the at least two second virtual objects interacts with the first virtual object.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
Optionally, the object selection condition includes at least one of the following cases:
firstly, the object selection condition comprises a sight line range parameter, and the sight line range parameter is used for indicating a target sight line range corresponding to the first virtual object;
determining a second candidate virtual object located within the target sight range of the first virtual object from the updated at least two second virtual objects based on the sight range parameter; a second group of objects is determined from the second candidate virtual objects.
Secondly, the object selection condition comprises a quantity range parameter, and the quantity range parameter corresponds to a quantity range;
and determining second virtual objects within the quantity range from the updated at least two second virtual objects based on the quantity range parameter, and generating a second object group.
Third, the object selection condition includes a location condition.
And determining second virtual objects which accord with the position condition with the first virtual object from the at least two updated second virtual objects based on the position condition, and generating a second object group.
It should be noted that the above object selection conditions are only exemplary, and the embodiments of the present application do not limit this. The object selection condition may be applied alternatively or in combination, and the present embodiment is not limited to this.
Optionally, in response to the second virtual object existing in the second object group being in the interaction failure state, retracting the interaction authority of the second virtual object in the interaction failure state; a second virtual object interacting with the first virtual object is determined from among second virtual objects other than the second object group based on the object selection condition.
In some embodiments, the object selection condition used when determining the second object group is the same as or different from the object selection condition used when determining the first object group, which is not limited in this application.
To sum up, in the embodiment of the present application, the permission allocation for performing virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, thereby limiting the number of NPCs interacting with the main control virtual object, avoiding too many or too few NPCs interacting with the main control virtual object at the same time, facilitating the strategic layout of the user, improving the human-computer interaction efficiency, and improving the user experience at the same time.
According to the method provided by the embodiment, the second virtual object is selected according to different requirements through the sight range condition, so that the attack strength of the second virtual object on the first virtual object is increased or reduced according to the sight range condition, and the balance of the attack strength is improved.
According to the method provided by the embodiment, the second virtual objects with different numbers are determined according to different requirements through the number range parameters, so that the attack strength of the second virtual objects on the first virtual objects is increased or decreased according to the number range parameters, and the balance force of the attack strength is improved.
In an alternative embodiment, in addition to the first virtual object interacting with a second virtual object in the first object group and the second object group, other second virtual objects interact with the first virtual object in other ways.
Fig. 13 is a flowchart of an interaction method between virtual objects according to another exemplary embodiment of the present application, which is described by taking the method as an example for being applied to a terminal, and as shown in fig. 13, the method includes:
step 1301, displaying a first virtual object and at least two second virtual objects in a virtual scene.
The second virtual object is a non-player control NPC character, and an interactive relation is formed between the second virtual object and the first virtual object.
In some embodiments, the second virtual object is an NPC virtual object, optionally the second object is a virtual object controlled by an AI control model.
Step 1302, during a first time period when the second virtual object interacts with the first virtual object, performing a first interaction with the first virtual object through a first object group of the at least two virtual objects.
Wherein the first object group is determined from the at least two second virtual objects based on the object selection condition.
Optionally, the first interaction is a two-way interaction between the second virtual object and the first virtual object.
Illustratively, the first interaction includes an active attack of the first virtual object on the second virtual object, and includes an active attack of the second virtual object on the first virtual object.
And step 1303, performing a second interaction with the first virtual object through a second virtual object outside the first object group.
Optionally, the second interaction is a one-way interaction of the second virtual object to the first virtual object.
Illustratively, the second interaction includes that the second virtual object executes a threatening action to the first virtual object, but the first virtual object does not execute the threatening action to the second virtual object, so the second interaction is realized as a one-way interaction.
At step 1304, at least two second virtual objects in the virtual scene after the first time period are updated and displayed.
Illustratively, due to a virtual attack between the first virtual object and the second virtual object, there is a case where the second virtual object is eliminated due to the attack of the first virtual object, so that after the first period of time, at least two second virtual objects within a preset range of the first virtual object are changed.
Step 1305, in a second time period when the second virtual object interacts with the first virtual object, performing a first interaction with the first virtual object through a second object group of the at least two second virtual objects.
Wherein the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
Step 1306, performing a second interaction with the first virtual object through a second virtual object outside the second object group.
To sum up, in the embodiment of the present application, the permission allocation for performing virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, thereby limiting the number of NPCs interacting with the main control virtual object, avoiding too many or too few NPCs interacting with the main control virtual object at the same time, facilitating the strategic layout of the user, improving the human-computer interaction efficiency, and improving the user experience at the same time.
Fig. 14 is a flowchart of a method for interaction between virtual objects in an allocation period according to an exemplary embodiment of the present application, as shown in fig. 14, the method includes:
step 1401, enter a distribution cycle.
In step 1402, it is determined whether there is an offensive NPC within the specified angle.
Optionally, at the initial stage of each attack authority allocation cycle, traversing all NPCs in the group, filtering NPCs currently in an angle allowed to be allocated by the attack authority, and if no NPC meeting the condition exists, notifying each NPC to move by a certain angle and then re-filtering.
Step 1403, the NPC that is close to the master virtual character is selected.
And for the NPC meeting the angle station position condition, preferably starting from the NPC closest to the main control virtual role, and detecting the state of the NPC.
Step 1404, determine whether the selected NPC has acquired the attack right in the period.
Step 1405, if the attack right is not acquired, sending the attack right to the NPC.
And if the NPC which is obtained by filtering and is closest to the player at present never obtains the attack authority in the distribution period, sending an attack authority to the NPC.
Step 1406, otherwise, the NPC is blacklisted in this period.
And if the current NPC closest to the player obtained by filtering has already obtained the attack authority in the later period of the distribution, putting the current NPC into a blacklist of the period, and reacquiring the NPC closest to the player.
Step 1407, after the distribution interval, repeats the above step 1402 until the cycle is finished.
After the attack authority is successfully sent to the NPC, triggering the timer, returning to the first step again after delta t, and trying to distribute the attack authority again; and when all the attack right numbers are sent, starting to enter waiting time until the next period starts, and executing the distribution logic again.
To sum up, in the embodiment of the present application, the permission allocation for performing virtual attack on the main control virtual object is set in at least two NPCs, so that in a single turn, a certain number of NPCs meeting the object selection condition interact with the main control virtual object, thereby limiting the number of NPCs interacting with the main control virtual object, avoiding too many or too few NPCs interacting with the main control virtual object at the same time, facilitating the strategic layout of the user, improving the human-computer interaction efficiency, and improving the user experience at the same time.
Fig. 15 is a block diagram illustrating an interaction apparatus between virtual objects according to an exemplary embodiment of the present application, where as shown in fig. 15, the apparatus includes:
a display module 1510, configured to display a first virtual object and at least two second virtual objects in a virtual scene, where the second virtual objects are non-player-controlled characters, and an interaction relationship is included between the second virtual objects and the first virtual object;
an interaction module 1520, configured to interact with the first virtual object through a first object group of at least two second virtual objects during a first time period when the second virtual object interacts with the first virtual object, the first object group being determined from the at least two second virtual objects based on an object selection condition;
the display module 1510 is further configured to update and display at least two second virtual objects in the virtual scene after the first time period;
the interaction module 1520 is further configured to interact with the first virtual object through a second object group of the at least two second virtual objects in a second time period when the second virtual object interacts with the first virtual object, where the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
In an alternative embodiment, the second virtual object interacts with the first virtual object with an interaction period;
the first time period and the second time period are two interaction rounds in a target interaction cycle;
or;
the first time period and the second time period belong to two different interaction cycles.
In an alternative embodiment, as shown in fig. 16, the apparatus further comprises:
a determining module 1530 for determining an interaction period between the second virtual object and the first virtual object; determining the object selection condition corresponding to the second virtual object;
the determining module 1530 is further configured to determine, before the first time period of the interaction period, the first object group in a virtual object pool comprising the at least two second virtual objects located in the virtual scene based on the object selection condition.
In an optional embodiment, the virtual object pool includes at least two second virtual objects using the first virtual object as an interactive object.
In an alternative embodiment, the object selection condition is a condition determined based on an interaction relationship between the second virtual object and the first virtual object; or, the object selection condition is a condition determined based on an interaction purpose between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
In an alternative embodiment, the object selection condition includes a line-of-sight range parameter indicating a target line-of-sight corresponding to the first virtual object;
the device further comprises:
a determining module 1530 for determining, based on the gaze range parameter, a first candidate virtual object from the at least two second virtual objects that is located within a target gaze range of the first virtual object; determining the first group of objects from the first candidate virtual objects;
the determining module 1530 is further configured to determine, based on the gaze range parameter, a second candidate virtual object located within the target gaze range of the first virtual object from the updated at least two second virtual objects; determining the second group of objects from the second candidate virtual objects.
In an alternative embodiment, the object selection condition includes a number range parameter, and the number range parameter corresponds to a number range;
the device further comprises:
a determining module 1530 for determining, based on the number range parameter, second virtual objects within the number range from the at least two second virtual objects, generating the first object group; determining second virtual objects within the number range from the updated at least two second virtual objects based on the number range parameter, and generating the second object group.
In an alternative embodiment, the object selection condition comprises a location condition;
the device further comprises:
a determining module 1530, configured to determine, based on the location condition, a second virtual object that meets the location condition with the first virtual object from the at least two second virtual objects, and generate the first object group; and determining a second virtual object which meets the position condition with the first virtual object from the updated at least two second virtual objects based on the position condition, and generating the second object group.
In an optional embodiment, the apparatus further comprises:
the determining module 1530 is configured to, in response to a second virtual object existing in the first object group being in an interaction failure state, withdraw the interaction right of the second virtual object in the interaction failure state; determining a second virtual object interacting with the first virtual object from second virtual objects outside the first object group based on the object selection condition.
In an optional embodiment, the apparatus further comprises:
the determining module 1530 is configured to, in response to a second virtual object existing in the second object group being in an interaction failure state, withdraw the interaction right of the second virtual object in the interaction failure state; determining a second virtual object interacting with the first virtual object from second virtual objects outside the second object group based on the object selection condition.
In an optional embodiment, the interaction module 1520 is further configured to perform a first interaction with the first virtual object through a first object group of at least two second virtual objects, where the first interaction is a two-way interaction between the second virtual object and the first virtual object;
the interaction module 1520 is further configured to perform a second interaction with the first virtual object through a second virtual object outside the first object group, where the second interaction is a one-way interaction of the second virtual object with the first virtual object.
To sum up, the interactive installation between virtual object that this application embodiment provided carries out virtual attack's authority distribution to main control virtual object through setting up in at least two NPCs to in single round, interact through between the NPC of a certain quantity that accords with the object selection condition and the main control virtual object, thereby restrict the quantity of the NPC of interacting with main control virtual object, avoid too much or too little NPC and main control virtual object to interact simultaneously, be convenient for the user to carry out strategic layout, human-computer interaction efficiency has been improved, and user experience has been improved simultaneously.
It should be noted that: the interaction device between virtual objects provided in the above embodiments is only illustrated by the division of the functional modules, and in practical applications, the function distribution may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the interaction device between virtual objects and the interaction method between virtual objects provided in the above embodiments belong to the same concept, and specific implementation processes thereof are described in detail in the method embodiments and are not described herein again.
Fig. 17 shows a block diagram of a computer device 1700 according to an exemplary embodiment of the present application. The computer device 1700 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Computer device 1700 may also be referred to by other names such as user equipment, portable terminals, laptop terminals, desktop terminals, and the like.
Generally, computer device 1700 includes: a processor 1701 and a memory 1702.
The processor 1701 may include one or more processing cores, such as 4-core processors, 8-core processors, and the like. The processor 1701 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1701 may also include a main processor, which is a processor for Processing data in an awake state, also called a Central Processing Unit (CPU), and a coprocessor; a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and rendering content that the display screen needs to display. In some embodiments, the processor 1701 may also include an AI processor for processing computing operations related to machine learning.
The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in the memory 1702 is used to store at least one instruction for execution by the processor 1701 to implement the method of interaction between virtual objects provided by the method embodiments of the present application.
In some embodiments, computer device 1700 also includes other components, and those skilled in the art will appreciate that the architecture shown in FIG. 17 is not intended to be limiting of terminal 1700, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
Optionally, the computer-readable storage medium may include: a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), or an optical disc. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). 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.
The embodiment of the present application further provides a computer device, where the computer device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or a set of instructions, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the method for interaction between virtual objects as described in any of the embodiments of the present application.
The present application further provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the method for interaction between virtual objects as described in any of the embodiments of the present application.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to cause the computer device to perform the interaction method between the virtual objects according to any of the above embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A method of interaction between virtual objects, the method comprising:
displaying a first virtual object and at least two second virtual objects in a virtual scene, wherein the second virtual objects are non-player control characters, and an interactive relation is formed between the second virtual objects and the first virtual objects;
during a first time period in which the second virtual object interacts with the first virtual object, interacting with the first virtual object through a first object group of at least two second virtual objects, the first object group being determined from the at least two second virtual objects based on an object selection condition;
updating at least two second virtual objects in the virtual scene after the first time period is displayed;
during a second time period in which the second virtual object interacts with the first virtual object, interacting with the first virtual object through a second object group of the at least two second virtual objects, the second object group being determined from the updated at least two second virtual objects based on the object selection condition.
2. The method of claim 1, wherein the second virtual object interacts with the first virtual object with an interaction period;
the first time period and the second time period are two interaction rounds in a target interaction cycle;
or;
the first time period and the second time period belong to two different interaction cycles.
3. The method of claim 2, wherein prior to interacting with the first virtual object via the first set of at least two second virtual objects, further comprising:
determining an interaction period between the second virtual object and the first virtual object;
determining the object selection condition corresponding to the second virtual object;
prior to the first period of the interaction period, determining the first group of objects in a pool of virtual objects comprising the at least two second virtual objects located in the virtual scene based on the object selection condition.
4. The method of claim 3,
the virtual object pool comprises at least two second virtual objects taking the first virtual object as an interactive object.
5. The method according to any one of claims 1 to 4,
the object selection condition is a condition determined based on an interaction relationship between the second virtual object and the first virtual object; or, the object selection condition is a condition determined based on an interaction purpose between the second virtual object and the first virtual object; alternatively, the object selection condition is a condition determined based on a scene atmosphere parameter of the virtual scene.
6. The method according to claim 5, wherein the object selection condition includes a line-of-sight range parameter indicating a target line-of-sight corresponding to the first virtual object;
the method further comprises the following steps:
determining, from the at least two second virtual objects, a first candidate virtual object that is located within a target gaze range of the first virtual object based on the gaze range parameter; determining the first group of objects from the first candidate virtual objects;
determining a second candidate virtual object located within the target line of sight of the first virtual object from the updated at least two second virtual objects based on the line of sight parameter; determining the second group of objects from the second candidate virtual objects.
7. The method of claim 5, wherein the object selection condition comprises a quantity range parameter, the quantity range parameter corresponding to a quantity range;
the method further comprises the following steps:
determining second virtual objects within the number range from the at least two second virtual objects based on the number range parameter, generating the first object group;
determining second virtual objects within the number range from the updated at least two second virtual objects based on the number range parameter, and generating the second object group.
8. The method of claim 5, wherein the object selection condition comprises a location condition;
the method further comprises the following steps:
determining a second virtual object which meets the position condition with the first virtual object from the at least two second virtual objects based on the position condition, and generating the first object group;
and determining a second virtual object which meets the position condition with the first virtual object from the updated at least two second virtual objects based on the position condition, and generating the second object group.
9. The method according to any one of claims 1 to 3, wherein after interacting with the first virtual object through the first object group of the at least two second virtual objects, the method further comprises:
in response to the fact that a second virtual object in the first object group is in an interaction failure state, retracting the interaction permission of the second virtual object in the interaction failure state;
determining a second virtual object interacting with the first virtual object from second virtual objects outside the first object group based on the object selection condition.
10. The method according to any one of claims 1 to 3, wherein after interacting with the first virtual object through the second object group of the at least two second virtual objects, the method further comprises:
in response to the second virtual object in the second object group being in the interaction failure state, retracting the interaction authority of the second virtual object in the interaction failure state;
determining a second virtual object interacting with the first virtual object from second virtual objects outside the second object group based on the object selection condition.
11. The method according to any one of claims 1 to 3, wherein interacting with the first virtual object through a first object group of at least two second virtual objects comprises:
performing a first interaction with a first virtual object through a first object group of at least two second virtual objects, wherein the first interaction is a bidirectional interaction between the second virtual objects and the first virtual object;
the method further comprises the following steps:
and performing second interaction with the first virtual object through a second virtual object outside the first object group, wherein the second interaction is one-way interaction of the second virtual object to the first virtual object.
12. An apparatus for interaction between virtual objects, the apparatus comprising:
the display module is used for displaying a first virtual object and at least two second virtual objects in a virtual scene, the second virtual objects are non-player control characters, and an interaction relation is formed between the second virtual objects and the first virtual objects;
an interaction module, configured to interact with the first virtual object through a first object group of at least two second virtual objects in a first time period in which the second virtual object interacts with the first virtual object, where the first object group is determined from the at least two second virtual objects based on an object selection condition;
the display module is further configured to update and display at least two second virtual objects in the virtual scene after the first time period;
the interaction module is further configured to interact with the first virtual object through a second object group of the at least two second virtual objects in a second time period in which the second virtual object interacts with the first virtual object, where the second object group is determined from the updated at least two second virtual objects based on the object selection condition.
13. A computer device comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by said processor to implement a method of interaction between virtual objects according to any one of claims 1 to 11.
14. A computer readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of interaction between virtual objects according to any one of claims 1 to 11.
15. A computer program product comprising computer programs or instructions which, when executed by a processor, implement a method of interaction between virtual objects according to any one of claims 1 to 11.
CN202210016556.4A 2022-01-07 2022-01-07 Method, device, equipment, medium and program product for interaction between virtual objects Active CN114307150B (en)

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