CN116785728A - Message pushing method, device, equipment and medium based on virtual environment - Google Patents

Message pushing method, device, equipment and medium based on virtual environment Download PDF

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Publication number
CN116785728A
CN116785728A CN202210255561.0A CN202210255561A CN116785728A CN 116785728 A CN116785728 A CN 116785728A CN 202210255561 A CN202210255561 A CN 202210255561A CN 116785728 A CN116785728 A CN 116785728A
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China
Prior art keywords
virtual object
scene
virtual
push message
person
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CN202210255561.0A
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Chinese (zh)
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202210255561.0A priority Critical patent/CN116785728A/en
Publication of CN116785728A publication Critical patent/CN116785728A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application discloses a message pushing method, device, equipment and medium based on a virtual environment, and relates to the field of virtual worlds. The method comprises the following steps: displaying a first picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp; responding to the first virtual object in a multi-person cooperation scene, displaying candidate push messages corresponding to the multi-person cooperation scene, wherein the candidate push messages are used for asking for assistance to the second virtual object; and responding to the selection operation on the target push message in the candidate push messages, and sending the target push message to the second user account. The application can improve the communication efficiency and the man-machine interaction efficiency.

Description

Message pushing method, device, equipment and medium based on virtual environment
Technical Field
The present application relates to the field of virtual worlds, and in particular, to a message pushing method, device, equipment and medium based on a virtual environment.
Background
When playing in the virtual environment, the user accounts can send text messages to communicate and exchange with each other.
The related art provides a method for transmitting a shortcut message to a user account, in which an icon of the shortcut message is displayed on a user interface. After clicking the icon, a plurality of preset shortcut messages are displayed on the user interface, and after clicking one shortcut message, the user can send the shortcut message to other user accounts.
Related art only needs to click on the icon to display the preset shortcut message, and the efficiency of sending the message is low.
Disclosure of Invention
The embodiment of the application provides a message pushing method, device, equipment and medium based on a virtual environment. The technical scheme is as follows:
according to one aspect of the present application, there is provided a message pushing method based on a virtual environment, the method comprising:
displaying a first picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
Responding to the first virtual object in a multi-person cooperation scene, displaying candidate push messages corresponding to the multi-person cooperation scene, wherein the candidate push messages are used for asking for assistance to the second virtual object;
and responding to the selection operation on the target push message in the candidate push messages, and sending the target push message to the second user account.
According to an aspect of the present application, there is provided a message pushing apparatus based on a virtual environment, the apparatus comprising:
the first display module is used for displaying a first picture of the virtual environment, the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
the first display module is further configured to display a candidate push message corresponding to the multi-person cooperation scene in response to the first virtual object being in the multi-person cooperation scene, where the candidate push message is used to ask for assistance from the second virtual object;
and the sending module is used for responding to the selection operation on the target push message in the candidate push messages and sending the target push message to the second user account.
According to one aspect of the present application, there is provided a message pushing method based on a virtual environment, the method comprising:
displaying a second picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
displaying a target push message, wherein the target push message is determined by selecting operation of a candidate push message, the candidate push message is generated by the first virtual object meeting the condition of a multi-person cooperation scene, and the candidate push message is related to the multi-person cooperation scene.
According to an aspect of the present application, there is provided a message pushing apparatus based on a virtual environment, the apparatus comprising:
the receiving module is used for displaying a second picture of the virtual environment, the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
the receiving module is further configured to display a target push message, where the target push message is determined by a selection operation of a candidate push message, the candidate push message is generated by the first virtual object satisfying a condition of a multi-person coordination scene, and the candidate push message is related to the multi-person coordination scene.
According to another aspect of the present application, there is provided a computer apparatus comprising: a processor and a memory in which at least one instruction, at least one program, code set, or instruction set is stored, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the virtual environment based message pushing method as described in the above aspect.
According to another aspect of the present application, there is provided a computer storage medium having stored therein at least one program code loaded and executed by a processor to implement the virtual environment based message pushing method as described in the above aspect.
According to another aspect of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the virtual environment-based message pushing method as described in the above aspect.
The technical scheme provided by the embodiment of the application has the beneficial effects that at least:
when the first virtual object is in the multi-user cooperation scene, candidate push messages corresponding to the multi-user cooperation scene are displayed on an interface, and target push messages sent to the second user account are determined from the candidate push messages. According to the method, an intelligent text pushing scheme is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 2 is a flow diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 3 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 4 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 5 is a flow diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 6 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 7 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 8 is a flow chart of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 9 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 10 is a flow chart of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 11 is a schematic view of a crash box provided in accordance with an exemplary embodiment of the application;
FIG. 12 is an interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 13 is a flow chart of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 14 is a flow interface diagram of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 15 is a flow chart of a message pushing method based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 16 is a schematic diagram of a virtual environment based message pushing apparatus provided in an exemplary embodiment of the present application;
FIG. 17 is a schematic diagram of a message pushing device based on a virtual environment according to an exemplary embodiment of the present application;
fig. 18 is a schematic diagram of a computer device according to an exemplary embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
First, the nouns involved in the embodiments of the present application will be described:
virtual environment: is a virtual environment that an application displays (or provides) while running on a terminal. The virtual environment may be a three-dimensional virtual environment or a two-dimensional virtual environment. The three-dimensional virtual environment can be a simulation environment for the real world, a semi-simulation and semi-fictional environment, or a pure fictional environment.
Virtual object: refers to movable objects in a virtual environment. The movable object may be a virtual character, a virtual animal, a cartoon character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual environment. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual objects are three-dimensional stereoscopic models created based on an animated skeleton technique, each virtual object having its own shape and volume in the three-dimensional virtual environment, occupying a portion of space in the three-dimensional virtual environment. Optionally, when the virtual environment is a two-dimensional virtual environment, the virtual objects are two-dimensional plane models created based on animation techniques, each virtual object having its own shape and area in the two-dimensional virtual environment, occupying a portion of the area in the two-dimensional virtual environment.
FPS (First Person Shooting game) game: the virtual world game is a game in which a plurality of points are provided in the virtual world, and users in different camps control virtual roles to fight in the virtual world, and the points are occupied or hostile camps are destroyed or all or part of the roles are killed. Typically, in FPS games, the user plays at a first person perspective, and the user may also select a third person perspective to play. For example, the FPS game may divide the user into two hostile camps, disperse the user-controlled virtual characters in the virtual world to compete with each other, to hit all users of the hostile as a winning condition. The FPS game is in units of plays, and the duration of one FPS game is from the time when the game starts to the time when the winning condition is achieved.
It should be noted that, the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data for analysis, stored data, presented data, etc.), and signals related to the present application are all authorized by the user or are fully authorized by the parties, and the collection, use, and processing of the related data is required to comply with the relevant laws and regulations and standards of the relevant countries and regions. For example, the information of the first user account and the second user account related in the application is obtained under the condition of full authorization.
FIG. 1 illustrates a block diagram of a computer system provided in accordance with an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server cluster 140, and a second terminal 160.
The first terminal 120 installs and runs an application supporting a virtual environment. The application may be any of a racing game, a MOBA game (Multiplayer Online Battle Arena, multiplayer online tactical competition game), a virtual reality application, a three-dimensional map program, an FPS game, a multiplayer warfare survival game. The first terminal 120 is a terminal used by a first user who uses the first terminal 120 to operate a first virtual object located in a three-dimensional virtual environment to perform activities including, but not limited to: at least one of attacking, releasing skills, purchasing props, treating, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up, shooting, throwing. Illustratively, the first virtual object is a first virtual character.
The first terminal 120 is connected to the server cluster 140 through a wireless network or a wired network.
The server cluster 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server cluster 140 is used to provide background services for applications that support virtual environments. Optionally, the server cluster 140 takes on primary computing work, and the first terminal 120 and the second terminal 160 take on secondary computing work; alternatively, the server cluster 140 performs the secondary computing job and the first terminal 120 and the second terminal 160 perform the primary computing job; alternatively, the server cluster 140, the first terminal 120 and the second terminal 160 may perform cooperative computing by using a distributed computing architecture.
The second terminal 160 installs and runs an application supporting a virtual environment. The application may be any one of a racing game, a MOBA game, a virtual reality application, a three-dimensional map program, an FPS game, a multiplayer warfare survival game. The second terminal 160 is a terminal used by a second user who uses the second terminal 160 to operate a second virtual object located in the three-dimensional virtual environment for activities including, but not limited to: at least one of attacking, releasing skills, purchasing props, treating, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up, shooting, throwing. Illustratively, the second virtual object is a second virtual character. The first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the same type of application on different platforms. The first terminal 120 may refer broadly to one of a plurality of terminals, and the second terminal 160 may refer broadly to one of a plurality of terminals, the present embodiment being illustrated with only the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smart phone, a tablet computer, an electronic book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Fig. 2 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the first terminal 120 shown in fig. 1, the method comprising the steps of:
step 202: and displaying a first picture of a virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp.
The first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character.
The virtual environment is a three-dimensional environment in which a first virtual object is located in a virtual world in the running process of an application program in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed by a camera model. In this embodiment, a game environment is described as an example of a virtual environment.
Optionally, the first screen of the virtual environment is a virtual environment screen with the first virtual object as a viewing angle. The first screen is, for example, a screen displayed at a first person perspective of the first virtual object. Alternatively, the first screen is a screen displayed at a third person-viewing angle of the first virtual object.
The second virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier and a virtual character, and the first virtual object and the second virtual object belong to the same camp.
Illustratively, as shown in FIG. 3, a move rocker 302, a prop use control 303, a groveling control 304, a squat control 305, a jump control 306, a map 307, a prop switch control 308, and a prop switch control 309 are displayed on the user interface. The movement rocker 302 is used for controlling the movement mode of the first virtual object in the virtual world. The prop use control 303 is configured to control the first virtual object to use a currently held prop, for example, the first virtual object currently holds a firearm prop, and after clicking the prop use control 303, the user controls the first virtual object to use the firearm prop to shoot, for example, the first virtual object currently holds a throwing prop, and after clicking the prop use control 303, the user controls the first virtual object to use the throwing prop to throw. The down control 304 is used to control the first virtual object to be down in the virtual world. Squat control 305 is used to control the squat of the first virtual object in the virtual world. Skip control 306 is used to control the first virtual object to skip in the virtual world. The map 307 is used to display thumbnail images of the virtual world. Prop switching control 308 and prop switching control 309 are used to control the first virtual object to switch the prop held, for example, the first virtual object currently holds prop a, after clicking prop switching control 308, the first virtual object switches the prop held to prop B, and after clicking prop switching control 309, the first virtual object switches the prop held to prop C. It should be noted that, the elements displayed on the user interface may be more or less, which is not limited in particular by the embodiment of the present application.
Step 204: and displaying candidate push messages corresponding to the multi-person cooperation scene in response to the first virtual object being in the multi-person cooperation scene, wherein the candidate push messages are used for asking for assistance to the second virtual object.
In one possible implementation, a multi-person collaboration scenario refers to a scenario in which tasks may be completed by at least two virtual objects in collaboration. In this case, one virtual object can also complete the task, and the cooperation effect of a plurality of virtual objects is better. For example, the cooperation of at least two virtual objects may improve at least one of efficiency in completing a task, shorten task time, improve task revenue, and simplify task flow.
In one possible implementation, a multi-person collaboration scenario refers to a scenario that requires at least two virtual objects to collaborate in order to complete a task. In this case, it must be done by at least two virtual objects, for example, under a "two-player three-player" game, it must be attended by two virtual objects to perform the task.
The multi-person cooperation scene includes a chasing enemy object scene, under which a first virtual object needs to chase an escaped enemy virtual object to prevent the enemy virtual object from escaping, when the first virtual object is too far away from the enemy virtual object or the speed of the enemy virtual object is too fast, the first virtual object cannot successfully chase the enemy virtual object in time, at this time, the first virtual object can ask for help from a second virtual object to successfully chase the enemy virtual object.
For example, the multi-person coordination scenario includes a challenge neutral object scenario in which a neutral virtual object exists in a virtual environment, and a virtual object that successfully challenges the neutral virtual object may be rewarded, however, the challenge neutral virtual object is difficult, and multiple virtual objects are required to participate simultaneously to challenge success.
Exemplary multi-person coordination scenarios include a point-of-occupation scenario in which multiple points exist in a virtual environment, virtual objects of different camps need to occupy the points, take advantage of game play for camping with the most points in a specified time, or take advantage of game play for camping with all points in a specified time. The virtual object may occupy a neutral point or may occupy an enemy point. The more virtual objects involved, the higher the success rate of preempting the data point, so that in the scene of preempting the data point, a plurality of virtual objects are needed to cooperate to preempt the data point.
The multi-person coordination scene includes a state reply scene in which a plurality of types of virtual objects exist, and the types of the virtual objects include at least one of attack type, defense type, auxiliary type, maneuver-walk type, and reply type. When the state value of the first virtual object is smaller than the state value threshold, candidate push messages corresponding to the state reply scene are displayed so as to send push messages to the second virtual object, and the second virtual object is notified to treat the first virtual object.
The content of the candidate push message is related to the multi-person coordination scenario. Optionally, in response to the first virtual object being in the pursuit enemy object scene, a candidate push message corresponding to the pursuit enemy object scene is displayed. And in response to the first virtual object being in the challenge neutral object scene, displaying a candidate push message corresponding to the challenge neutral object scene. And displaying the candidate push message corresponding to the point occupying scene in response to the first virtual object being in the point occupying scene. For example, in the case where the multi-person coordination scenario is a pursuit enemy object scenario, the candidate push message includes "all people come to a" and "B fast come to a". For example, in the case where the multi-person fitting scenario is a challenge neutral object scenario, the candidate push message includes "all people coming up to elite monster" and "B coming up to elite monster". For example, where the multi-person fitting scenario is a point preemption scenario, the candidate push messages include "owner fast to hit point C" and "B fast to hit point C".
In an alternative embodiment, the scene in which the first virtual object is located is determined by a scene recognition model. Illustratively, a scene feature vector of the first virtual object is calculated from scene features of the first virtual object. And performing data processing on the scene feature vector through a scene recognition model to obtain a multi-person cooperation scene, wherein the scene feature of the first virtual object comprises at least one of a virtual environment type, a virtual object positioned on the periphery of the first virtual object, an action of the first virtual object and a state value of the first virtual object. For example, a vector is used to represent a scene feature of the first virtual object, where the vector is (2, 4, 84, 50), where "2" represents that the virtual environment type where the first virtual object is located is "desert", "4" represents that the virtual object located on the circumference side of the first virtual object is "user 4", "4" represents that the motion of the first virtual object is "standing", "84" represents that the life value of the first virtual object is "84", and "50" represents that the normal force value of the first virtual object is "84". The scene recognition model includes, but is not limited to, at least one of a feed forward neural Network, an RCNN (Region Convolutional Neural Networks, regional convolutional neural Network) model, a res net (Residual Network) model.
The scene recognition model can be trained by the following modes: and counting the historical fight record of the first user account. Sample scene characteristics and sample multi-person matching scenes of the first virtual object are extracted from the historical fight record. And carrying out data processing on the sample scene characteristics through the scene recognition model to obtain a predicted multi-person matching scene. And training the scene recognition model according to the difference value between the sample multi-person matching scene and the predicted multi-person matching scene.
In an alternative embodiment, a historical messaging for a first user account currently in a combat is obtained. Keywords in the historical messaging messages are identified. And determining the multi-person matching scene where the first virtual object is located in response to the number of target keywords in the keywords being greater than a number threshold. The target keyword is a word related to a multi-person fitting scene. For example, in the case that the multi-person coordination scene is a chasing enemy object scene, the target keywords include, but are not limited to, at least one of chasing, intercepting, blocking, and burying, for example, the historical transceiving messages of the first user account are "fast intercept F" and "X burial down F", wherein the target keywords are "intercept" and "burial", the target keywords are 2, and the first virtual object is judged to be in the chasing enemy object scene.
Illustratively, where the multi-person fitting scene is a challenge neutral object scene, the target keywords include, but are not limited to, at least one of elite monster, boss, large dragon, small dragon. For example, the historical messaging of the first user account is "there is a boss", "quick hit boss", and "all R-point set hit boss", where the target keyword is "boss", the target keyword is 3, and it is determined that the first virtual object is in the challenge neutral object scene.
Illustratively, where the multi-person fitting scenario is a point preemption scenario, the target keywords include, but are not limited to, at least one of a point, a camp point, preemption. For example, the historical messaging of the first user account is "point a is out of date", "point a set" and "point a is the last point", wherein the target keywords are "point", there are 4 target keywords, and the first virtual object is determined to be in a point occupied scene.
In the embodiment of the application, the multi-person cooperation scene is a scene that the first virtual object needs to ask for help to the second virtual object, so that the second virtual objects in the peripheral area of the first virtual object are fewer. Optionally, in response to the first virtual object being in the multi-person matching scene and the number of second virtual objects in the peripheral area of the first virtual object being less than m, displaying a candidate push message corresponding to the multi-person matching scene, where m is a positive integer.
In an alternative embodiment, the candidate push message is obtained by filling personalized scene information where the first virtual object is located into a target push message template, and the target push message template is determined from n candidate push message templates. For example, determining a target push message template corresponding to a multi-person coordination scene; and filling personalized scene information of the first virtual object into a target push message template to generate candidate push messages corresponding to the multi-user cooperation scene. Illustratively, the target push message templates are "XXX is quick to YYY", "XXX" and "YYY" are filled in personalized scene information.
Optionally, performing cluster calculation on the historical chat records of the first user account to obtain keywords corresponding to the multi-user cooperation scene. And combining keywords corresponding to the multi-person matching scene to generate n candidate push message templates corresponding to the multi-person matching scene. For example, the historical chat records of the first user account include "preempted point a", "arrived point a, ready to be occupied", "fast-coming support point a", and "too many enemies of point a, request support", and cluster calculation is performed on the historical chat records to obtain keywords corresponding to the multi-user cooperation scene including "point", "support", and "occupied", and then obtain candidate push message templates including "request support point X" and "fast-coming occupied point Y", "X", and "Y" are used to represent types of points.
Illustratively, as shown in fig. 4, a candidate push message 401 is displayed on the first screen, the candidate push message 401 including "a surreptitious B" and "all people surreptitious B".
Step 206: and sending the target push message to the second user account in response to a selection operation on the target push message in the candidate push messages.
The selecting operation is used to determine a target push message from the candidate push messages. The selection operation is to press one or more preset physical keys to determine the target push message, or the selection operation may be to determine the target push message by a signal generated by a long press, click, double click and/or swipe on a designated area of the touch screen.
And after the second user account receives the target push message, displaying the target push message on a terminal corresponding to the second user account.
In summary, in this embodiment, when the first virtual object is in the multi-user matching scene, candidate push messages corresponding to the multi-user matching scene are displayed on the interface, and the target push message sent to the second user account is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
In the following embodiment, taking the case that the multi-person matching scene is a scene of chasing an enemy object as an example, when the enemy virtual object is chaged, the object may not have time to input a push message or determine which user accounts to send the message to, and the method provided by the embodiment of the application can provide candidate push messages in time so that the object can send target push messages in the candidate push messages in time.
Fig. 5 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the first terminal 120 shown in fig. 1, the method comprising the steps of:
step 501: a first picture of the virtual environment is displayed.
The virtual environment comprises a first virtual object controlled by the first user account and a second virtual object controlled by the second user account, and the first virtual object and the second virtual object belong to the same camp. The first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character. The second virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character.
The virtual environment is a three-dimensional environment in which a first virtual object is located in a virtual world in the running process of an application program in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed by a camera model. In this embodiment, a game environment is described as an example of a virtual environment.
Optionally, the first screen of the virtual environment is a virtual environment screen with the first virtual object as a viewing angle. The first screen is, for example, a screen displayed at a first person perspective of the first virtual object. Alternatively, the first screen is a screen displayed at a third person-viewing angle of the first virtual object.
Step 502: and in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object, displaying a candidate push message corresponding to the scene of the pursuing enemy object.
Optionally, in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object and the state value of the enemy virtual object being less than the state value threshold, displaying a candidate push message corresponding to the pursuit of the enemy object scene. For example, the first virtual object and the enemy virtual object face the same direction, and the first virtual object and the enemy virtual object are in a moving state, and it is determined that the first virtual object and the enemy virtual object move in the same direction.
Optionally, in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object and the enemy virtual object having a velocity greater than the velocity of the first virtual object, displaying a candidate push message corresponding to a scene of a chased enemy object.
Optionally, in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object and the distance between the first virtual object and the enemy virtual object being greater than the chase distance threshold, displaying a candidate push message corresponding to a chase enemy object scene.
Optionally, in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object and the number of second virtual objects in a peripheral region of the first virtual object being less than m, displaying a candidate push message corresponding to the challenge neutral object scene.
The first virtual object and the enemy virtual object interact in such a way that the first virtual object shoots towards the enemy virtual object, the first virtual object throws virtual props towards the enemy virtual object, the first virtual object sends a message to the enemy virtual object, and the first virtual object aims at least one of the enemy virtual object.
Optionally, a target push message template corresponding to the pursuit enemy object scene is determined. Determining a scene element where the first virtual object is located; and determining object information of the second virtual object. And filling the scene element where the first virtual object is located and the object information of the second virtual object into a target push message template, and generating a candidate push message corresponding to the scene of the pursuing enemy object. Illustratively, the target push message template is "XXX overtaking to catch YYY," which is used to populate the name of the second virtual object, and "YYY," which is used to populate the name of the enemy virtual object. Illustratively, the target push message template is "AAA catches up to and catches up with the BBB, which is in the CCC," AAA "is used to fill in the name of the second virtual object," BBB "is used to fill in the name of the enemy virtual object, and" CCC "is used to fill in the location of the enemy virtual object.
In this embodiment, the multi-person coordination scene is a chasing enemy object scene, and at this time, the position information of the enemy virtual object is determined as a scene element where the first virtual object is located. The location information of the enemy virtual object includes at least one of coordinates of the enemy virtual object, a distance between the enemy virtual object and the first virtual object, a location of the enemy virtual object on the map, and a movement trajectory of the enemy virtual object. Optionally, the position of the enemy virtual object on the map is filled into the target push message template as a scene element, and a candidate push message corresponding to the scene of the pursuing enemy object is generated. The candidate push message is "all pursued P, P in G city", where "G city" represents the location of the enemy virtual object on the map. Optionally, taking a screenshot of the first picture, wherein the screenshot comprises an enemy virtual object, filling the screenshot into a target push message template as a scene element, and generating a candidate push message corresponding to the scene of the pursuing enemy virtual object.
The object information of the second virtual object refers to object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of a name, an identification number, a position, an outline, a type, and a fashion of the second virtual object.
If the object information of the second virtual object refers to object information of a part of the second virtual object, it is necessary to determine a part of the second virtual object from all the second virtual objects. Optionally, a relative distance between the first virtual object and the second virtual object is determined. And extracting a target second virtual object with the relative distance smaller than a second distance threshold value from the second virtual object. Object information of the target second virtual object is determined. For example, as shown in fig. 6, when the first virtual object 601 catches the enemy virtual object 602, the second virtual object 603, the second virtual object 604, and the second virtual object 605 are all friend virtual objects of the first virtual object 601, where a relative distance between the second virtual object 603 and the first virtual object 601 is less than a second distance threshold, the second virtual object 603 is determined as a target second virtual object.
Optionally, a sector centered on the first virtual object is generated according to the orientation of the first virtual object. A relative distance between a second virtual object located in the sector and the first virtual object is determined. And extracting a target second virtual object with the relative distance smaller than a second distance threshold value from the second virtual object. Object information of the target second virtual object is determined. For example, as shown in fig. 7, the virtual object P is a first virtual object, the virtual object a, the virtual object B and the virtual object C all belong to the same camp as the virtual object P, a sector with the virtual object P as a center is generated according to the direction of the virtual object P, and if the virtual object C is determined to be located in the sector, the virtual object C is determined to be a target second virtual object.
Illustratively, as shown in fig. 4, the first virtual object 402 moves in the same direction as the enemy virtual object 403 and the first virtual object 402 is ready to throw a virtual prop to the enemy virtual object 403, displaying a candidate push message 401 corresponding to a chase enemy object scene.
Step 503: and sending the target push message to the second user account in response to a selection operation on the target push message in the candidate push messages.
And after the second user account receives the target push message, displaying the target push message on a terminal corresponding to the second user account. For example, in the case where the target push message includes a location of the enemy virtual object on the map, the location of the enemy virtual object is highlighted in the map of the terminal corresponding to the second user account. Or displaying a map screenshot in the terminal corresponding to the second user account, wherein the map screenshot comprises the position of the enemy virtual object on the map.
In summary, when the first virtual object is in the scene of the pursuing enemy object, the candidate push message with the scene of the pursuing enemy object is displayed, and the target push message sent to the second virtual object is determined from the candidate push messages. According to the method, an intelligent text pushing scheme is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
According to the embodiment, the first user account can conveniently send the target push message in time, the second virtual object can timely initiate the pursuit to the enemy virtual object after receiving the target push message, the success rate of the pursuit to the enemy virtual object by the host matrix is improved, and the progress of the game is promoted.
In the following embodiments, taking a multi-person matching scenario as an example of a challenge neutral object scenario, when a neutral virtual object is challenged, a single virtual object is difficult to successfully challenge the neutral virtual object, and a plurality of virtual objects are required to jointly challenge the neutral virtual object to succeed.
Fig. 8 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the first terminal 120 shown in fig. 1, the method comprising the steps of:
step 801: a first picture of the virtual environment is displayed.
The virtual environment comprises a first virtual object controlled by the first user account and a second virtual object controlled by the second user account, and the first virtual object and the second virtual object belong to the same camp. The first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character. The second virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character. In this embodiment, a game environment is described as an example of a virtual environment.
The virtual environment is a three-dimensional environment in which a first virtual object is located in a virtual world in the running process of an application program in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed by a camera model.
Optionally, the first screen of the virtual environment is a virtual environment screen with the first virtual object as a viewing angle. The first screen is, for example, a screen displayed at a first person perspective of the first virtual object. Alternatively, the first screen is a screen displayed at a third person-viewing angle of the first virtual object.
Step 802: and in response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold, displaying a candidate push message corresponding to the challenge neutral object scenario.
Optionally, in response to the distance between the first virtual object and the neutral virtual object being less than the first distance threshold and the number of second virtual objects within the perimeter region of the first virtual object being less than m, displaying a candidate push message corresponding to the challenge neutral object scenario.
The first distance threshold may be preset by a technician or set by the subject himself.
Optionally, a target push message template corresponding to the challenge-neutral object scenario is determined. Determining a scene element where the first virtual object is located; and determining object information of the second virtual object. And filling the scene element where the first virtual object is located and the object information of the second virtual object into a target push message template, and generating a candidate push message corresponding to the challenge neutral object scene. Illustratively, the target push message template is "XXX to challenge yyyy," XXX is the name of the second virtual object, and "YYY" is the name of the neutral virtual object. Illustratively, the target push message template is "I beat but not ZZZ, request support," which is the name of the neutral virtual object.
In this embodiment, the multi-person coordination scene is a challenge neutral object scene, and at this time, the position information of the neutral virtual object is determined as a scene element where the first virtual object is located. The position information of the neutral virtual object includes at least one of coordinates of the neutral virtual object, a distance between the neutral virtual object and the first virtual object, a position of the neutral virtual object on the map, and a movement trajectory of the neutral virtual object. Illustratively, the position of the neutral virtual object on the map is filled into the target push message template as a scene element, and a candidate push message corresponding to the challenge neutral object scene is generated.
The object information of the second virtual object refers to object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of a name, an identification number, a position, an outline, a type, and a fashion of the second virtual object.
If the object information of the second virtual object refers to object information of a part of the second virtual object, it is necessary to determine a part of the second virtual object from all the second virtual objects. Optionally, a relative distance between the first virtual object and the second virtual object is determined. And extracting a target second virtual object with the relative distance smaller than a second distance threshold value from the second virtual object. Object information of the target second virtual object is determined.
Illustratively, as shown in fig. 9, the distance between the first virtual object 901 and the neutral virtual object 902 is less than the first distance threshold, and the candidate push message 903 is displayed on the first screen, where the candidate push message 903 includes "challenge a and" challenge all.
Step 803: and sending the target push message to the second user account in response to a selection operation on the target push message in the candidate push messages.
And after the second user account receives the target push message, displaying the target push message on a terminal corresponding to the second user account. For example, in the case where the target push message includes the position of the neutral virtual object on the map, the position of the neutral virtual object is highlighted in the map of the terminal corresponding to the second user account. Or, displaying a map screenshot in the terminal corresponding to the second user account, wherein the map screenshot comprises the position of the neutral virtual object on the map.
In summary, when the first virtual object is in the challenge neutral object scene, candidate push messages corresponding to the challenge neutral object scene are displayed, and a target push message sent to the second virtual object is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
The embodiment can timely send the push message to the second user account when the first virtual object challenges the neutral object, and request the second virtual object to timely support, so that the success rate of the challenge neutral object is improved, and the progress of the game is pushed.
In the following embodiment, taking the example that the multi-person cooperation scene is a point occupying scene as an example, when the point is occupied, a single virtual object is difficult to successfully occupy the point, and the point is successfully occupied only by a plurality of virtual objects at the same time.
Fig. 10 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the first terminal 120 shown in fig. 1, the method comprising the steps of:
step 1001: a first picture of the virtual environment is displayed.
The virtual environment comprises a first virtual object controlled by the first user account and a second virtual object controlled by the second user account, and the first virtual object and the second virtual object belong to the same camp. The first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character. The second virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character. In this embodiment, a game environment is described as an example of a virtual environment.
The virtual environment is a three-dimensional environment in which a first virtual object is located in a virtual world in the running process of an application program in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed by a camera model.
Optionally, the first screen of the virtual environment is a virtual environment screen with the first virtual object as a viewing angle. The first screen is, for example, a screen displayed at a first person perspective of the first virtual object. Alternatively, the first screen is a screen displayed at a third person-viewing angle of the first virtual object.
Step 1002: and displaying a candidate push message corresponding to the site occupancy scene in response to the first virtual object being located in the site or the first virtual object being located in a peripheral region of the site.
Optionally, in response to the distance between the first virtual object and the neutral virtual object being less than the first distance threshold and the number of second virtual objects in the peripheral region of the first virtual object being less than m, displaying a candidate push message corresponding to the challenge neutral object scene.
Optionally, in response to the first virtual object being located within the site or the first virtual object being located in a peripheral region of the site, and the number of enemy virtual objects within the site being greater than a site number threshold, displaying a candidate push message corresponding to the site occupancy scene.
Optionally, in response to the first virtual object being located within the site or the first virtual object being located in a peripheral region of the site, and the time the site is occupied by the enemy virtual object being greater than the site time threshold, displaying a candidate push message corresponding to the site occupancy scene.
The data point quantity threshold value and the data point time threshold value can be preset by a technician or set by the object.
Optionally, a target push message template corresponding to the point preemption scenario is determined. Determining a scene element where the first virtual object is located; and determining object information of the second virtual object. And filling the scene element where the first virtual object is located and the object information of the second virtual object into a target push message template, and generating a candidate push message corresponding to the point occupying scene. Illustratively, the target push message template is "XXX-to-fast support YYY," XXX "is the name of the second virtual object, and" YYY "is the name of the data point. Illustratively, the target push message template is "ZZZ enemy is popular, request support," and "ZZZ" is the name of the point.
In this embodiment, the multi-person cooperation scene is a point occupying scene, and at this time, the position information of the point is determined as a scene element where the first virtual object is located. The location information of the point includes at least one of coordinates of the point, a distance between the point and the first virtual object, a location of the point on the map, and a name of the point. Illustratively, the position of the data point on the map is used as a scene element to be filled into a target push message template, and a candidate push message corresponding to the data point occupying scene is generated.
The object information of the second virtual object refers to object information of all or part of the second virtual object. The object information of the second virtual object includes, but is not limited to, at least one of a name, an identification number, a position, an outline, a type, and a fashion of the second virtual object.
If the object information of the second virtual object refers to object information of a part of the second virtual object, it is necessary to determine a part of the second virtual object from all the second virtual objects. Optionally, a relative distance between the first virtual object and the second virtual object is determined. And extracting a target second virtual object with the relative distance smaller than a second distance threshold value from the second virtual object. Object information of the target second virtual object is determined.
Optionally, the data points are provided with crash boxes. The shape of the crash box is related to the point, and the shape of the crash box includes, but is not limited to, at least one of spherical, cylindrical, mesa, conical, drum. Illustratively, the crash box 1102 at point 1101 is hemispherical and the crash box 1104 at point 1103 is cylindrical.
Optionally, the first virtual object entry point is determined in response to the model of the first virtual object colliding with the collision box. Or determining the first virtual object entry point in response to the collision of the model of the first virtual object with the collision box and the stay time of the model of the first virtual object into the collision box reaching a preset time.
Illustratively, as shown in fig. 12, the distance between the first virtual object 1201 and the point 1202 is 1m, and in the point 1202 being occupied by the enemy, a candidate push message 1203 is displayed on the first screen, and the candidate push message 1203 includes "Y coming to point a" and "all coming to point a".
Step 1003: and sending the target push message to the second user account in response to a selection operation on the target push message in the candidate push messages.
And after the second user account receives the target push message, displaying the target push message on a terminal corresponding to the second user account. For example, in the case where the target push message includes a location of the point on the map, the location of the point is highlighted in the map of the terminal corresponding to the second user account. Or displaying a map screenshot in the terminal corresponding to the second user account, wherein the map screenshot comprises the position of the data point on the map.
In summary, when the first virtual object is in the point occupied scene, candidate push messages of the point occupied scene are displayed, and a target push message sent to the second virtual object is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
According to the embodiment, when the point is occupied, the target pushing message can be sent to the second virtual object in time, the second virtual object is informed of supporting the point occupied by the first virtual object in time, so that the success rate of the point occupation is improved, and the progress of a game is promoted.
In the following embodiment, the second user account is described with respect to the view angle of the second user account, and the second user account receives the target push message when controlling the second virtual object, so that the second user account timely resolves the requirements of the first user account, and the second user account is convenient to adjust the game strategy.
Fig. 13 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the second terminal 160 shown in fig. 1, the method comprising the steps of:
step 1302: and displaying a second picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by the first user account and a second virtual object controlled by the second user account, and the first virtual object and the second virtual object belong to the same camp.
The first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character.
The virtual environment is a three-dimensional environment in which the second virtual object is located in the virtual world during the running process of the application program in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed by a camera model. In this embodiment, a game environment is described as an example of a virtual environment.
Optionally, the second screen of the virtual environment is a virtual environment screen with the second virtual object as a viewing angle. Illustratively, the second screen is a screen displayed at a first person perspective of the second virtual object. Alternatively, the second screen is a screen displayed at a third person-viewing angle of the second virtual object.
The second virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual carrier, and a virtual character.
Step 1304: and displaying a target push message, wherein the target push message is determined by selecting operation of candidate push messages, the candidate push messages are generated by the condition that the first virtual object meets the multi-person matching scene, and the candidate push messages are related to the multi-person matching scene.
Optionally, receiving push information sent by the first user account, where the push information includes at least one of a scene element where the first virtual object is located and object information of the first virtual object; and filling the pushing information into a target pushing message template to obtain the target pushing message. Optionally, in a case where the multi-person coordination scene is a chasing enemy object scene, the scene element in which the first virtual object is located includes location information of the enemy virtual object. Optionally, in a case where the multi-person coordination scene is a challenge neutral object scene, the scene element in which the first virtual object is located includes position information of the neutral virtual object. Optionally, in the case that the multi-person coordination scene is a point occupied scene, the scene element in which the first virtual object is located includes location information of the point.
For example, as shown in fig. 14, taking an example that the multi-person matching scene is a chasing enemy object scene, a target push message is displayed on the second screen, and the target push message 1401 is displayed as "XXX notifies you of a chasing YYY", where "XXX" is the name of the first virtual object with padding, and "YYY" is the name of the enemy virtual object.
A multi-person collaboration scene refers to a scene in which multiple virtual objects collaborate. The multi-person cooperation scene includes a chasing enemy object scene, under which a first virtual object needs to chase an escaped enemy virtual object to prevent the enemy virtual object from escaping, when the first virtual object is too far away from the enemy virtual object or the speed of the enemy virtual object is too fast, the first virtual object cannot successfully chase the enemy virtual object in time, at this time, the first virtual object can ask for help from a second virtual object to successfully chase the enemy virtual object.
In summary, when the first virtual object is in the multi-user coordination scene, the target push message sent by the first user account is displayed on the interface. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
Fig. 15 is a schematic flow chart of a message pushing method based on a virtual environment according to an embodiment of the present application. The method may be performed by the first terminal 120 shown in fig. 1, the method comprising the steps of:
step 1501: the first virtual object is controlled to move in the virtual environment.
Optionally, the first virtual object is controlled to move in the virtual environment in response to a movement operation on the movement control. Illustratively, as shown in FIG. 3, the movement control is a movement rocker 302.
Step 1502: whether the first virtual object enters the recognition area.
If the first virtual object enters the identification area, step 1503 is executed;
if the first virtual object does not enter the identification area, the process returns to step 1501.
Optionally, a collision box is provided in the identification area, and in response to the model of the first virtual object colliding with the collision box, it is determined that the first virtual object enters the identification area. Or determining that the first virtual object enters the identification area in response to the collision of the model of the first virtual object with the collision box and the residence time of the first virtual object in the collision box reaching the preset time.
Optionally, the identification area is an area occupied by the data points. Optionally, the identification area is a circular area centered on the neutral virtual object.
Step 1503: and displaying the prompt message corresponding to the identification area.
The prompt information is used for reminding the object, and the area where the first virtual object is located.
Illustratively, where the identified area is the area occupied by the point, the hint message is "you have entered point A".
For example, in the case where the recognition area is a circular area centered on the neutral virtual object, the hint message is "zombie monster in front".
Step 1504: whether the first virtual object is shooting.
If the first virtual object is shooting, executing step 1505;
if the first virtual object is shot, return to step 1503.
Illustratively, in FIG. 3, the first virtual object fire is controlled in response to a triggering operation of prop use control 303.
Step 1505: and displaying the candidate push message corresponding to the multi-person cooperation scene.
The content of the candidate push message is related to the multi-person coordination scenario. Optionally, in response to the first virtual object being in the pursuit enemy object scene, a candidate push message corresponding to the pursuit enemy object scene is displayed. And in response to the first virtual object being in the challenge neutral object scene, displaying a candidate push message corresponding to the challenge neutral object scene. And displaying the candidate push message corresponding to the point occupying scene in response to the first virtual object being in the point occupying scene.
Step 1506: whether one of the candidate push messages is selected.
If one of the candidate push messages is selected, then step 1507 is performed;
if one of the candidate push messages is not selected, return to step 1505.
Step 1507: the selected target push message is determined.
Optionally, the target push message is sent to the second user account in response to a selection operation on the target push message of the candidate push messages. The selecting operation is used to determine a target push message from the candidate push messages. The selection operation is to press one or more preset physical keys to determine the target push message, or the selection operation may be to determine the target push message by a signal generated by a long press, click, double click and/or swipe on a designated area of the touch screen.
Step 1508: whether to send the target push message.
If the target push message is sent, then execute step 1509;
if the target push message is not sent, return to step 1507.
Illustratively, a dialog box is displayed, the dialog box including a determination control and a cancel control. Responding to the triggering operation of the determination control, and sending a target push message; and in response to the triggering operation of the cancel control, canceling the sending of the target push message.
Step 1509: and sending the target push message to the second user account.
And after the second user account receives the target push message, displaying the target push message on a terminal corresponding to the second user account.
In summary, in this embodiment, when the first virtual object is in the multi-user matching scene, candidate push messages corresponding to the multi-user matching scene are displayed on the interface, and the target push message sent to the second user account is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
The following is an embodiment of the apparatus according to the present application, and details of the embodiment of the apparatus that are not described in detail may be combined with corresponding descriptions in the embodiment of the method described above, which are not described herein again.
Fig. 16 is a schematic diagram illustrating a structure of a message pushing apparatus based on a virtual environment according to an exemplary embodiment of the present application. The apparatus 1600 may be implemented as all or part of a computer device by software, hardware, or a combination of both, the apparatus 1600 comprising:
A first display module 1601, configured to display a first screen of a virtual environment, where the virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
the first display module 1601 is further configured to display, in response to the first virtual object being in a multi-person coordination scene, a candidate push message corresponding to the multi-person coordination scene, where the candidate push message is used to ask for assistance from the second virtual object;
and a sending module 1602, configured to send the target push message to the second user account in response to a selection operation on the target push message in the candidate push messages.
In an optional design of the present application, the first display module 1601 is further configured to display a candidate push message corresponding to a pursuit enemy object scene in response to the first virtual object being in the pursuit enemy object scene; or, in response to the first virtual object being in a challenge neutral object scene, displaying a candidate push message corresponding to the challenge neutral object scene; or, in response to the first virtual object being in a point occupying scene, displaying a candidate push message corresponding to the point occupying scene.
In an optional design of the present application, the first display module 1601 is further configured to display a candidate push message corresponding to the pursuit of the enemy object scene in response to the first virtual object moving in a same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object.
In an optional design of the present application, the first display module 1601 is further configured to display a candidate push message corresponding to the challenge neutral object scenario in response to a distance between the first virtual object and a neutral virtual object being less than a first distance threshold.
In an optional design of the present application, the first display module 1601 is further configured to display a candidate push message corresponding to the point occupied scene in response to the first virtual object being located within a point or the first virtual object being located in a peripheral area of the point.
In an optional design of the present application, the first display module 1601 is further configured to determine a target push message template corresponding to the multi-person coordination scenario; and filling personalized scene information of the first virtual object into the target push message template to generate the candidate push message corresponding to the multi-user cooperation scene.
In an alternative design of the application, the device further comprises: a determination module 1603;
the determining module 1603 is configured to determine a scene element where the first virtual object is located; and determining object information of the second virtual object.
The first display module 1601 is further configured to fill in the target push message template with a scene element where the first virtual object is located and object information of the second virtual object, and generate a candidate push message corresponding to the multi-person coordination scene.
In an optional design of the present application, the determining module 1603 is further configured to determine, when the multi-person matching scene is a chasing enemy object scene, location information of an enemy virtual object as a scene element where the first virtual object is located; or under the condition that the multi-person cooperation scene is a challenge neutral object scene, determining the position information of a neutral virtual object as a scene element where the first virtual object is located; or determining the position information of the data point as the scene element where the first virtual object is located under the condition that the multi-person cooperation scene is the data point occupying scene.
In an optional design of the present application, the determining module 1603 is further configured to determine a perspective view of the first virtual object as a scene element where the first virtual object is located.
In an alternative design of the present application, the determining module 1603 is further configured to determine object information of all the second virtual objects; or determining object information of part of the second virtual object.
In an alternative design of the present application, the determining module 1603 is further configured to determine a relative distance between the first virtual object and the second virtual object; extracting a target second virtual object, the relative distance of which is smaller than a second distance threshold, from the second virtual object; and determining object information of the target second virtual object.
In an optional design of the present application, the determining module 1603 is further configured to determine n candidate push message templates corresponding to the multi-user coordination scenario, where n candidate message templates are generated according to a historical chat record of the first user account, and n is a positive integer; randomly selecting one candidate push message template from the n candidate push message templates as the target push message template; or determining the target push message template from the n candidate push message templates according to the arrangement sequence of the n candidate push message templates.
In an optional design of the present application, the determining module 1603 is further configured to perform a cluster calculation on the historical chat records of the first user account to obtain keywords corresponding to the multi-user matching scene; and combining keywords corresponding to the multi-person cooperation scene to generate n candidate push message templates corresponding to the multi-person cooperation scene.
In an optional design of the present application, the determining module 1603 is further configured to display the candidate push message corresponding to the multi-person matching scene in response to the first virtual object being in the multi-person matching scene and the number of second virtual objects in a peripheral area of the first virtual object being less than m, where m is a positive integer.
In an optional design of the present application, the determining module 1603 is further configured to calculate a scene feature vector of the first virtual object according to a scene feature of the first virtual object, where the scene feature of the first virtual object includes at least one of a virtual environment type, a virtual object located on a peripheral side of the first virtual object, an action of the first virtual object, and a state value of the first virtual object; and carrying out data processing on the scene feature vector through a scene recognition model to obtain the multi-person cooperation scene.
In an optional design of the present application, the determining module 1603 is further configured to count historical combat records of the first user account; extracting sample scene characteristics and sample multi-person cooperation scenes of the first virtual object from the history combat record; performing data processing on the sample scene characteristics through the scene recognition model to obtain a predicted multi-person matching scene; and training the scene recognition model according to the difference value between the sample multi-person matching scene and the predicted multi-person matching scene.
In an optional design of the present application, the determining module 1603 is further configured to obtain a historical transceiving message of the first user account in the current virtual environment combat; identifying keywords in the historical transceiving messages; and determining the multi-person matching scene where the first virtual object is located in response to the number of target keywords in the keywords being greater than a number threshold.
In an optional design of the present application, the determining module 1603 is further configured to obtain a historical transceiving message of the first user account in the current combat; identifying keywords in the historical transceiving messages; and determining the multi-person matching scene where the first virtual object is located in response to the number of target keywords in the keywords being greater than a number threshold.
In summary, in this embodiment, when the first virtual object is in the multi-user matching scene, candidate push messages corresponding to the multi-user matching scene are displayed on the interface, and the target push message sent to the second user account is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
Fig. 17 is a schematic structural diagram of a message pushing device based on a virtual environment according to an exemplary embodiment of the present application. The apparatus 1700 may be implemented as all or part of a computer device by software, hardware, or a combination of both, the apparatus 1700 comprising:
the second display module 1701 is configured to display a second screen of a virtual environment, where the virtual environment includes a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camping;
the receiving module 1702 is configured to display a target push message, where the target push message is determined by a selection operation of a candidate push message, and the candidate push message is generated by the first virtual object satisfying a condition of a multi-person coordination scenario, and the candidate push message is related to the multi-person coordination scenario.
In summary, in this embodiment, when the first virtual object is in the multi-user matching scene, candidate push messages corresponding to the multi-user matching scene are displayed on the interface, and the target push message sent to the second user account is determined from the candidate push messages. According to the embodiment, the scheme of intelligent text pushing is provided, candidate push messages are directly displayed under a scene of cooperation of multiple people, any redundant operation is not needed, only the target push message to be sent is needed to be directly clicked, and communication efficiency and man-machine interaction efficiency are improved.
Fig. 18 is a schematic diagram of a computer device, according to an example embodiment. The computer apparatus 1800 includes a central processing unit (Central Processing Unit, CPU) 1801, a system Memory 1804 including a random access Memory (Random Access Memory, RAM) 1802 and a Read-Only Memory (ROM) 1803, and a system bus 1805 connecting the system Memory 1804 and the central processing unit 1801. The computer device 1800 also includes a basic Input/Output system (I/O) 1806, which helps to transfer information between various devices within the computer device, and a mass storage device 1807 for storing an operating system 1813, application programs 1814, and other program modules 1815.
The basic input/output system 1806 includes a display 1808 for displaying information and an input device 1809, such as a mouse, keyboard, etc., for user input of information. Wherein the display 1808 and the input device 1809 are coupled to the central processing unit 1801 via an input output controller 1810 coupled to the system bus 1805. The basic input/output system 1806 can also include an input/output controller 1810 for receiving and processing input from a number of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input output controller 1810 also provides output to a display screen, a printer, or other type of output device.
The mass storage device 1807 is connected to the central processing unit 1801 through a mass storage controller (not shown) connected to the system bus 1805. The mass storage device 1807 and its associated computer device-readable media provide non-volatile storage for the computer device 1800. That is, the mass storage device 1807 may include a computer device readable medium (not shown) such as a hard disk or a compact disk-Only (CD-ROM) drive.
The computer device readable medium may include computer device storage media and communication media without loss of generality. Computer device storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media includes RAM, ROM, erasable programmable read-Only Memory (Erasable Programmable Read Only Memory, EPROM), electrically erasable programmable read-Only Memory (Electrically Erasable Programmable Read-Only Memory, EEPROM), CD-ROM, digital video disk (Digital Video Disc, DVD), or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer device storage medium is not limited to the ones described above. The system memory 1804 and mass storage 1807 described above may be referred to collectively as memory.
According to various embodiments of the disclosure, the computer device 1800 may also operate by a remote computer device connected to the network through a network, such as the Internet. I.e., the computer device 1800 may connect to the network 1811 through a network interface unit 1812 connected to the system bus 1805, or alternatively, the network interface unit 1812 may be used to connect to other types of networks or remote computer device systems (not shown).
The memory further includes one or more programs stored in the memory, and the central processor 1801 implements all or part of the steps of the virtual environment-based message pushing method described above by executing the one or more programs.
In an exemplary embodiment, there is also provided 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 are loaded and executed by a processor to implement the virtual environment based message pushing method provided by the above respective method embodiments.
The present application also provides a computer readable storage medium, where at least one instruction, at least one program, a code set, or an instruction set is stored, where the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement a message pushing method based on a virtual environment provided by the foregoing method embodiment.
The present application also provides a computer program product or a computer program comprising computer instructions stored on a computer readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs a virtual environment-based message pushing method provided in the embodiment of the above aspect.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the 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 for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments of the present application is not intended to limit the application, but rather, the application is to be construed as limited to the appended claims.

Claims (23)

1. A message pushing method based on a virtual environment, the method comprising:
displaying a first picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
responding to the first virtual object in a multi-person cooperation scene, displaying candidate push messages corresponding to the multi-person cooperation scene, wherein the candidate push messages are used for asking for assistance to the second virtual object;
And responding to the selection operation on the target push message in the candidate push messages, and sending the target push message to the second user account.
2. The method of claim 1, wherein the displaying the candidate push message corresponding to the multi-person engagement scene in response to the first virtual object being in the multi-person engagement scene comprises:
responsive to the first virtual object being in a pursuit enemy object scene, displaying a candidate push message corresponding to the pursuit enemy object scene;
or alternatively, the first and second heat exchangers may be,
responsive to the first virtual object being in a challenge neutral object scenario, displaying a candidate push message corresponding to the challenge neutral object scenario;
or alternatively, the first and second heat exchangers may be,
and responding to the first virtual object in a point occupying scene, and displaying a candidate push message corresponding to the point occupying scene.
3. The method of claim 2, wherein the displaying a candidate push message corresponding to the pursuit enemy object scene in response to the first virtual object being in the pursuit enemy object scene comprises:
and in response to the first virtual object moving in the same direction as the enemy virtual object and the first virtual object interacting with the enemy virtual object, displaying a candidate push message corresponding to the scene of the pursuing enemy object.
4. The method of claim 2, wherein the displaying the candidate push message corresponding to the challenge neutral object scenario in response to the first virtual object being in the challenge neutral object scenario comprises:
and in response to the distance between the first virtual object and the neutral virtual object being less than a first distance threshold, displaying a candidate push message corresponding to the challenge neutral object scene.
5. The method of claim 2, wherein the displaying the candidate push message corresponding to the point-occupied scenario in response to the first virtual object being in the point-occupied scenario comprises:
and displaying a candidate push message corresponding to the point occupying scene in response to the first virtual object being located in the point or the first virtual object being located in a peripheral area of the point.
6. The method according to any one of claims 1 to 5, further comprising:
determining a target push message template corresponding to the multi-person cooperation scene;
and filling personalized scene information of the first virtual object into the target push message template to generate the candidate push message corresponding to the multi-user cooperation scene.
7. The method of claim 6, wherein the populating the push message template corresponding to the multi-person engagement scene with personalized scene information in which the first virtual object is located, generating the candidate push message corresponding to the multi-person engagement scene, comprises:
determining a scene element where the first virtual object is located; and determining object information of the second virtual object;
and filling the scene element where the first virtual object is located and the object information of the second virtual object into the target push message template to generate a candidate push message corresponding to the multi-person cooperation scene.
8. The method of claim 7, wherein the determining the scene element in which the first virtual object is located comprises:
under the condition that the multi-person cooperation scene is a scene of pursuing an enemy object, determining the position information of the enemy virtual object as a scene element where the first virtual object is located;
or alternatively, the first and second heat exchangers may be,
under the condition that the multi-person cooperation scene is a challenge neutral object scene, determining the position information of a neutral virtual object as a scene element where the first virtual object is located;
Or alternatively, the first and second heat exchangers may be,
and under the condition that the multi-person cooperation scene is a point occupying scene, determining the position information of the point as a scene element where the first virtual object is located.
9. The method of claim 7, wherein the determining the scene element in which the first virtual object is located comprises:
and determining the view angle picture of the first virtual object as a scene element where the first virtual object is located.
10. The method of claim 7, wherein the determining object information for the second virtual object comprises:
determining object information of all the second virtual objects;
or determining object information of part of the second virtual object.
11. The method of claim 10, wherein the determining object information for the portion of the second virtual object comprises:
determining a relative distance between the first virtual object and the second virtual object;
extracting a target second virtual object, the relative distance of which is smaller than a second distance threshold, from the second virtual object;
and determining object information of the target second virtual object.
12. The method of claim 6, wherein the method further comprises:
Determining n candidate push message templates corresponding to the multi-user cooperation scene, wherein the n candidate message templates are generated according to the historical chat records of the first user account, and n is a positive integer;
randomly selecting one candidate push message template from the n candidate push message templates as the target push message template; or determining the target push message template from the n candidate push message templates according to the arrangement sequence of the n candidate push message templates.
13. The method according to claim 12, wherein the method further comprises:
clustering calculation is carried out on the historical chat records of the first user account to obtain keywords corresponding to the multi-user cooperation scene;
and combining keywords corresponding to the multi-person cooperation scene to generate n candidate push message templates corresponding to the multi-person cooperation scene.
14. The method of any of claims 1 to 13, wherein the displaying the candidate push message corresponding to the multi-person engagement scene in response to the first virtual object being in the multi-person engagement scene comprises:
and displaying the candidate push message corresponding to the multi-person cooperation scene in response to the first virtual object being in the multi-person cooperation scene and the number of second virtual objects in a peripheral area of the first virtual object being smaller than m, wherein m is a positive integer.
15. The method according to any one of claims 1 to 13, further comprising:
calculating a scene feature vector of the first virtual object according to the scene feature of the first virtual object, wherein the scene feature of the first virtual object comprises at least one of a virtual environment type, a virtual object positioned on the periphery of the first virtual object, an action of the first virtual object and a state value of the first virtual object;
and carrying out data processing on the scene feature vector through a scene recognition model to obtain the multi-person cooperation scene.
16. The method of claim 15, wherein the method further comprises:
counting the historical fight record of the first user account;
extracting sample scene characteristics and sample multi-person cooperation scenes of the first virtual object from the history combat record;
performing data processing on the sample scene characteristics through the scene recognition model to obtain a predicted multi-person matching scene;
and training the scene recognition model according to the difference value between the sample multi-person matching scene and the predicted multi-person matching scene.
17. The method according to any one of claims 1 to 13, further comprising:
Acquiring historical receiving and transmitting information of the first user account in the current fight;
identifying keywords in the historical transceiving messages;
and determining the multi-person matching scene where the first virtual object is located in response to the number of target keywords in the keywords being greater than a number threshold.
18. A message pushing method based on a virtual environment, the method comprising:
displaying a second picture of the virtual environment, wherein the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
displaying a target push message, wherein the target push message is determined by selecting operation of a candidate push message, the candidate push message is generated by the first virtual object meeting the condition of a multi-person cooperation scene, and the candidate push message is related to the multi-person cooperation scene.
19. A virtual environment based message pushing apparatus, the apparatus comprising:
the first display module is used for displaying a first picture of the virtual environment, the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
The first display module is further configured to display a candidate push message corresponding to the multi-person cooperation scene in response to the first virtual object being in the multi-person cooperation scene, where the candidate push message is used to ask for assistance from the second virtual object;
and the sending module is used for responding to the selection operation on the target push message in the candidate push messages and sending the target push message to the second user account.
20. A virtual environment based message pushing apparatus, the apparatus comprising:
the receiving module is used for displaying a second picture of the virtual environment, the virtual environment comprises a first virtual object controlled by a first user account and a second virtual object controlled by a second user account, and the first virtual object and the second virtual object belong to the same camp;
the receiving module is further configured to display a target push message, where the target push message is determined by a selection operation of a candidate push message, the candidate push message is generated by the first virtual object satisfying a condition of a multi-person coordination scene, and the candidate push message is related to the multi-person coordination scene.
21. A computer device, the computer device comprising: a processor and a memory having stored therein at least one instruction, at least one program, a set of codes or a set of instructions loaded and executed by the processor to implement the virtual environment based message pushing method of any of claims 1 to 17 or the virtual environment based message pushing method of claim 18.
22. A computer readable storage medium having stored therein at least one program code loaded and executed by a processor to implement the virtual environment based message pushing method of any of claims 1 to 17, or the virtual environment based message pushing method of claim 18.
23. A computer program product comprising a computer program or instructions which, when executed by a processor, implements the virtual environment based message pushing method of any of claims 1 to 17, or the virtual environment based message pushing method of claim 18.
CN202210255561.0A 2022-03-15 2022-03-15 Message pushing method, device, equipment and medium based on virtual environment Pending CN116785728A (en)

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Application Number Priority Date Filing Date Title
CN202210255561.0A CN116785728A (en) 2022-03-15 2022-03-15 Message pushing method, device, equipment and medium based on virtual environment

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