WO2023088024A1 - 虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 - Google Patents

虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品 Download PDF

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Publication number
WO2023088024A1
WO2023088024A1 PCT/CN2022/126326 CN2022126326W WO2023088024A1 WO 2023088024 A1 WO2023088024 A1 WO 2023088024A1 CN 2022126326 W CN2022126326 W CN 2022126326W WO 2023088024 A1 WO2023088024 A1 WO 2023088024A1
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WIPO (PCT)
Prior art keywords
account
virtual
type
virtual objects
button
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PCT/CN2022/126326
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English (en)
French (fr)
Inventor
高昊
林琳
钱杉杉
梁皓辉
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2023088024A1 publication Critical patent/WO2023088024A1/zh
Priority to US18/216,491 priority Critical patent/US20230338846A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present application relates to the technical field of computer human-computer interaction, and in particular to a virtual scene interactive processing method, device, electronic equipment, computer-readable storage medium and computer program product.
  • the display technology based on graphics processing hardware expands the channels for perceiving the environment and obtaining information, especially the display technology for virtual scenes, which can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements. It has various typical application scenarios, for example, in the virtual scene of the game, it can simulate the real battle process between virtual objects.
  • electronic devices can realize richer and more vivid virtual scenes, typically, such as games. More and more users participate in the interaction of virtual scenes through electronic devices. For example, in a game, users can use virtual objects to compete with virtual objects used by other users.
  • Embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can speed up the interactive process in the virtual scene, thereby reducing server waiting time and resource consumption.
  • An embodiment of the present application provides a method for interactive processing of a virtual scene, executed by an electronic device, including:
  • the virtual scene includes identifications of multiple accounts, and each account can control at least one virtual object to interact with at least one virtual object controlled by other accounts;
  • a counter control is displayed, wherein the counter control includes the number of each type of the virtual object that has been used, and the total number of each type of the virtual object that can be used .
  • An embodiment of the present application provides an interactive processing device for a virtual scene, including:
  • a display module configured to display a virtual scene, wherein the virtual scene includes identifications of multiple accounts, and each account can control at least one virtual object to interact with at least one virtual object controlled by other accounts;
  • the display module is also configured to display a counter button
  • the display module is further configured to display a counter control in response to a trigger operation on the counter button, wherein the counter control includes the number of virtual objects of each type that have been used, and all virtual objects of each type. The total number of virtual objects that can be used.
  • An embodiment of the present application provides an electronic device, including:
  • the processor is configured to implement the method for interactively processing a virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • the embodiment of the present application provides a computer-readable storage medium, which stores executable instructions, and is used to cause the processor to execute the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • An embodiment of the present application provides a computer program product, including a computer program or an instruction.
  • the computer program or instruction is executed by a processor, the method for interactive processing of a virtual scene provided by the embodiment of the present application is implemented.
  • the display of the counter control is triggered by displaying the counter button, and the counter control prompts the number of virtual objects of each type that have been used and the total number of virtual objects of each type that can be used, so that the user can perceive the whole at one time
  • the number of virtual objects of each type currently used in the virtual scene, and the total number of virtual objects of each type that can be used compared with related technologies that enter each user's information page to view and manually memorize and calculate This method significantly reduces the time for users to operate and make decisions, accelerates the process of interaction in the virtual scene, and further reduces the server's waiting time and resource consumption.
  • FIG. 1 is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by related technologies
  • FIG. 2A is a first schematic diagram of the application mode of the interactive processing method of the virtual scene provided by the embodiment of the present application;
  • FIG. 2B is a second schematic diagram of the application mode of the interactive processing method of the virtual scene provided by the embodiment of the present application;
  • FIG. 3 is a schematic structural diagram of a terminal device 400 provided in an embodiment of the present application.
  • FIG. 4 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • FIG. 5 is a schematic diagram of an application scenario of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • FIG. 6 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • FIGS. 7A to 7E are schematic diagrams of application scenarios of the method for interactive processing of virtual scenes provided by the embodiment of the present application.
  • FIG. 8 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application.
  • FIGS. 9A to 9C are schematic diagrams of application scenarios of the method for interactive processing of virtual scenes provided by the embodiment of the present application.
  • FIG. 10 is a schematic diagram of an application scenario of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • FIG. 11 is a schematic diagram of an application scenario of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • FIG. 12 is a schematic diagram of an application scenario of a method for interactive processing of a virtual scene provided by an embodiment of the present application
  • Fig. 13 is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • Fig. 14 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application.
  • Virtual scene it is a scene displayed (or provided) when the application program runs on the terminal device.
  • the scene can be a simulated environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictitious virtual environment.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimensions of the virtual scene.
  • the virtual scene may include sky, land, ocean, etc.
  • the land may include environmental elements such as deserts and cities, and the user may control virtual objects to move in the virtual scene.
  • Virtual objects images of various people and objects that can interact in the virtual scene, or movable objects in the virtual scene.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., for example, a character, an animal, etc. displayed in a virtual scene.
  • the virtual object may be a virtual avatar representing the user in the virtual scene.
  • the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • Scene data represent the feature data of the virtual scene, such as the area of the construction area in the virtual scene, the current architectural style of the virtual scene, etc.; it can also include the position of the virtual building in the virtual scene, and the location of the virtual building. area, etc.
  • Client an application running on a terminal device for providing various services, such as a video playback client, a game client, and the like.
  • Interaction process the process of virtual objects in the virtual scene developed according to the time of interaction or the state of interaction, for example, the process of virtual objects fighting in a game; the process of virtual objects fighting in a scene of the game.
  • Multiplayer Online Battle Arena An action real-time strategy game. Players can choose the type they are good at from various types of characters, and start a battle with two opposing camps (usually 5 For 5), the condition of victory is to break through the defense line and destroy the buildings guarded by the enemy.
  • the way for the user to view the opponent's chess pieces is: click on the opponent's portrait, switch to the opponent's chessboard, check the chess pieces on the opponent's chessboard and the preparation area, and calculate the number and type of chess pieces on the field by themselves.
  • FIG. 1 is a schematic diagram of an application scenario of an interactive processing method for a virtual scene provided by related technologies. As shown in FIG. The chess pieces selected (including the chess pieces on the chessboard and in the preparation area), as well as the avatars and account names of multiple other users participating in the game.
  • the efficiency of checking the chess piece information that has been used is relatively low.
  • the user needs to continuously check the information on the number and type of chess pieces in the chessboard of multiple other users (for example, 7 opponents), and manual calculation and memory are required. While consuming more time, it also relatively reduces the time for users to make decisions, making the time that is not rich at all more tense; in addition, the client needs to jump between chessboards corresponding to different users when viewing , leading to low effectiveness of human-computer interaction.
  • the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for interactive processing of a virtual scene, which can accelerate the process of interaction in a virtual scene, thereby reducing server waiting time and resource consumption .
  • an exemplary implementation scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application is first described, and the interactive processing method of the virtual scene provided by the embodiment of the present application
  • the virtual scene in can be completely based on the output of the terminal device, or based on the collaborative output of the terminal device and the server.
  • the virtual scene can also be an environment for game characters to interact, for example, it can be for game characters to fight in the virtual scene, by controlling the actions of the game characters, both parties can interact in the virtual scene, so that the user Can relieve the stress of life during the game.
  • FIG. 2A is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the application mode of the relevant data calculation of 200 such as stand-alone version/offline mode game, completes the output of the virtual scene through various types of terminal devices 400 such as smart phones, tablet computers and virtual reality/augmented reality devices.
  • the type of graphics processing hardware includes a central processing unit (CPU, Central Processing Unit) and a graphics processing unit (GPU, Graphics Processing Unit).
  • CPU Central Processing Unit
  • GPU Graphics Processing Unit
  • the terminal device 400 calculates and displays the required data through the graphics computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames capable of forming a visual perception of the virtual scene on the graphics output hardware , for example, displaying a two-dimensional video frame on the display screen of a smart phone, or projecting a three-dimensional display effect video frame on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also use Different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
  • a client 410 (such as a stand-alone game application) is run on the terminal device 400, and a virtual scene including role-playing is output during the running of the client 410.
  • the virtual scene can be an environment for game characters to interact, such as It can be plains, streets, valleys, etc. for game characters to fight against; taking the third-person perspective to display the virtual scene 200 as an example, the virtual scene 200 includes identifications of multiple accounts, for example, multiple accounts can be displayed in the virtual scene 200 They correspond to at least one of account name and avatar (not shown in FIG. 2A ), wherein each account can control at least one virtual object to interact with at least one virtual object controlled by other accounts.
  • a counter button 201 is also displayed in the virtual scene 200.
  • a counter control 202 is displayed in the virtual scene 200, wherein the counter control 202 includes each The number of used virtual objects of each type and the total number of virtual objects of each type that can be used. For example, taking the first virtual object in the counter control 202 as an example, the number "6/29" represents the virtual object of this type. The number of objects that have been used is 6, and the total number of virtual objects of this type that can be used is 29 (for example, a maximum of 29 virtual objects of this type can be played in a game), thus speeding up the process of interaction in the virtual scene , thereby reducing server waiting time and resource consumption.
  • a trigger operation such as a click operation
  • FIG. 2B is a schematic diagram of the application mode of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the virtual scene is calculated, and the application mode of the virtual scene is output on the terminal device 400 .
  • the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300, and the terminal device 400 relies on the graphics computing hardware to complete the calculation and display data loading.
  • parsing and rendering relying on graphics output hardware to output virtual scenes to form visual perception, for example, two-dimensional video frames can be presented on the display screen of a smartphone, or projected on the lenses of augmented reality/virtual reality glasses to achieve three-dimensional display effects
  • graphics output hardware to output virtual scenes to form visual perception
  • two-dimensional video frames can be presented on the display screen of a smartphone, or projected on the lenses of augmented reality/virtual reality glasses to achieve three-dimensional display effects
  • the corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form an auditory perception, using a vibrator to form a tactile perception, and so on.
  • the terminal device 400 runs a client 410 (such as a game application in the online version), and interacts with other users by connecting to the server 200 (such as a game server), and the terminal device 400 outputs the virtual scene 200 of the client 410, wherein , the virtual scene 200 includes identifications of multiple accounts, for example, at least one of account names and avatars (not shown in FIG.
  • the virtual object interacts with at least one virtual object controlled by another account.
  • a counter button 201 is also displayed in the virtual scene 200.
  • a counter control 202 is displayed in the virtual scene 200, wherein the counter control 202 includes each The number of used virtual objects of each type and the total number of virtual objects of each type that can be used. For example, taking the first virtual object in the counter control 202 as an example, the number "6/29" represents the virtual object of this type. The number of objects that have been used is 6, and the total number of virtual objects of this type that can be used is 29 (for example, a maximum of 29 virtual objects of this type can be played in a game), thus speeding up the process of interaction in the virtual scene , thereby reducing server waiting time and resource consumption.
  • a trigger operation such as a click operation
  • the terminal device 400 can realize the interactive processing method of the virtual scene provided by the embodiment of the present application by running a computer program.
  • the computer program can be a native program or a software module in the operating system; it can be a local (Native ) application program (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a multiplayer battle strategy game APP (that is, the above-mentioned client 410); it can also be a small program, that is, it only needs to be downloaded to browse It can be a program that can run in the server environment; it can also be a game applet that can be embedded in any APP.
  • the above-mentioned computer program can be any form of application program, module or plug-in.
  • the terminal device 400 installs and runs an application program supporting a virtual scene.
  • the application program may be any one of a multiplayer battle strategy game, a virtual reality application program, a three-dimensional map program or a multiplayer gun battle survival game.
  • the user uses the terminal device 400 to operate the virtual objects located in the virtual scene to carry out activities, such activities include but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building virtual At least one of the buildings.
  • the virtual object may be a virtual character, such as a simulated character or an anime character.
  • the embodiments of the present application can also be implemented by means of cloud technology (Cloud Technology).
  • Cloud technology refers to the unification of a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation and storage. , processing and sharing is a hosted technology.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on cloud computing business models. It can form a resource pool and be used on demand, which is flexible and convenient. Cloud computing technology will become an important support. The background service of the technical network system requires a large amount of computing and storage resources.
  • the server 200 in FIG. 2B can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, and can also provide cloud services, cloud databases, cloud computing, cloud functions, and cloud storage. , network services, cloud communications, middleware services, domain name services, security services, content distribution network (CDN, Content Delivery Network), and cloud servers for basic cloud computing services such as big data and artificial intelligence platforms.
  • the terminal device 400 may be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto.
  • the terminal device 400 and the server 200 may be connected directly or indirectly through wired or wireless communication, which is not limited in this embodiment of the present application.
  • FIG. 3 is a schematic structural diagram of a terminal device 400 provided by an embodiment of the present application.
  • the terminal device 400 shown in FIG. Various components in the terminal device 400 are coupled together via the bus system 450 .
  • the bus system 450 is used to realize connection and communication between these components.
  • the bus system 450 also includes a power bus, a control bus and a status signal bus.
  • the various buses are labeled as bus system 450 in FIG. 3 .
  • Processor 420 can be a kind of integrated circuit chip, has signal processing capability, such as general-purpose processor, digital signal processor (DSP, Digital Signal Processor), or other programmable logic device, discrete gate or transistor logic device, discrete hardware Components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor, etc.
  • DSP digital signal processor
  • DSP Digital Signal Processor
  • User interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and/or one or more visual displays.
  • the user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • Memory 460 may be removable, non-removable, or a combination thereof.
  • Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
  • Memory 460 optionally includes one or more storage devices located physically remote from processor 420 .
  • Memory 460 includes volatile memory or nonvolatile memory, and may include both volatile and nonvolatile memory.
  • the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory).
  • ROM read-only memory
  • RAM random access memory
  • the memory 460 described in the embodiment of the present application is intended to include any suitable type of memory.
  • memory 460 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplified below.
  • Operating system 461 including system programs for processing various basic system services and performing hardware-related tasks, such as framework layer, core library layer, driver layer, etc., for implementing various basic services and processing hardware-based tasks;
  • a network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430.
  • Exemplary network interfaces 430 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus ( USB, Universal Serial Bus), etc.;
  • Presentation module 463 for enabling presentation of information via one or more output devices 441 (e.g., display screen, speakers, etc.) associated with user interface 440 (e.g., a user interface for operating peripherals and displaying content and information );
  • output devices 441 e.g., display screen, speakers, etc.
  • user interface 440 e.g., a user interface for operating peripherals and displaying content and information
  • the input processing module 464 is configured to detect one or more user inputs or interactions from one or more of the input devices 442 and translate the detected inputs or interactions.
  • the virtual scene interaction processing device provided by the embodiment of the present application can be realized by software.
  • FIG. 3 shows the virtual scene interaction processing device 465 stored in the memory 460, which can be a program and a plug-in, etc.
  • the form of software includes the following software modules: a display module 4651, a control module 4652, a determination module 4653 and an application module 4654. These modules are logical, so they can be combined arbitrarily or further divided according to the realized functions. It should be pointed out that in FIG. 3 , for the convenience of expression, all the above-mentioned modules are shown at one time, but it should not be considered that the interactive processing device 465 in the virtual scene excludes the implementation that only includes the display module 4651, which will be described below function of each module.
  • the interactive processing method of the virtual scene provided by the embodiment of the present application will be described in detail below with reference to the accompanying drawings.
  • the method for interactive processing of a virtual scene provided by the embodiment of the present application may be executed solely by the terminal device 400 in FIG. 2A , or may be executed cooperatively by the terminal device 400 and the server 200 in FIG. 2B .
  • FIG. 4 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 4 .
  • the method shown in FIG. 4 can be executed by various forms of computer programs running on the terminal device 400, and is not limited to the above-mentioned client 410, and can also be the above-mentioned operating system 461, software Modules and scripts, so the client should not be regarded as limiting the embodiment of this application.
  • step 101 a virtual scene is displayed.
  • the virtual scene may include identifiers of multiple accounts, for example, at least one of account names and avatars respectively corresponding to multiple accounts participating in the interaction may be displayed in the virtual scene.
  • each account can control (or use) at least one virtual object to interact with at least one virtual object controlled by other accounts, wherein, when there are multiple virtual objects, the types of virtual objects can be the same or different
  • account 1 can control two virtual objects A of the same type to interact with two virtual objects of different types (such as virtual object B and virtual object C) controlled by account 2, and each account can control the virtual objects The quantity is positively correlated with the account level.
  • the maximum number of virtual objects that each account can control is the same as the account level, that is, when the account level is level 1, it can control at most 1 virtual object, and when the account level is level 2, it can control at most 2 virtual objects.
  • Virtual objects, and so on so that users can make decisions between the account level and the selection of virtual objects. For example, users can determine to consume a certain amount of virtual resources (such as virtual gold coins) to purchase experience to improve their experience based on the current game situation. Account level, thereby increasing the upper limit of the number of virtual objects that can be controlled, or consuming a certain amount of virtual gold coins to purchase virtual objects, thereby improving the fun of the game.
  • virtual resources such as virtual gold coins
  • step 102 a counter button is displayed.
  • the following processing may also be performed: displaying the store entrance; displaying a store control in response to a trigger operation on the store entrance, wherein the store control includes a plurality of different types of virtual buttons that can be used. object, and branch to the action that displays the counter button.
  • FIG. 5 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by the embodiment of the present application.
  • a store entrance 501 is displayed in the virtual scene 500.
  • a store control 502 is displayed, and a plurality of different types of virtual objects that can be used are displayed in the store control 502, such as including a virtual object 503, a virtual object 504, a virtual object 505, and a virtual object 506, to For users to choose.
  • a counter button 507 is also displayed in the store control 502.
  • the user can click the counter button 507 before selecting a virtual object to view the number of currently used virtual objects of each type in the virtual scene, and the number of virtual objects of each type.
  • the client consumes a certain amount of virtual resources for the corresponding account as the use of the virtual object Fees, where, when selecting different types of virtual objects, the amount of virtual resources that need to be consumed can be the same or different, for example, when the user clicks on the virtual object 504 displayed in the store control 502, the virtual gold coins owned by the user will be reduced by 2 (that is, decrease from 23 to 21), and display the virtual object 504 selected by the user in the preparation area.
  • a refresh button 508 can also be displayed in the virtual scene 500.
  • the refresh button 508 can also be displayed in the virtual scene 500.
  • the refresh button 508 can click the refresh button 508 to refresh (when the user clicks the refresh button 508 every time, Will consume 2 virtual gold coins), when receiving the user's click operation on the refresh button 508, update and display other types of virtual objects in the store control 502.
  • other types of virtual objects are at least partially different from multiple different types of virtual objects. For example, assuming that virtual object A, virtual object B, and virtual object C are originally displayed in the store control, when the user clicks on the refresh button When , the virtual object D, virtual object E, and virtual object F can be updated and displayed in the store control.
  • the experience purchase button 509 can also be displayed in the virtual scene 500, for the user to consume a certain amount of virtual resources (such as virtual gold coins, virtual ingots, etc.) 50 virtual gold coins will be deducted from the user, and after successful deduction, the account level of the user's account will be increased by 1 level, thereby increasing the upper limit of the number of virtual objects that can be used by the account.
  • virtual resources such as virtual gold coins, virtual ingots, etc.
  • the above step 102 can also be implemented in the following manner: for each interaction, perform the following processing: before the interaction starts, display the counter button in the interaction area of the virtual scene; Hides the counter button in the interactive area of the scene.
  • the counter button can also be directly displayed in the interactive area of the virtual scene, and as an alternative to the counter button that can always be displayed in the interactive area of the virtual scene, the counter button can also be not Always displayed in the interactive area of the virtual scene, for example, before each interaction starts (that is, in the preparation stage of the current round), a counter button can be displayed in the interactive area of the virtual scene for the user to select the current round in the store control
  • the interactive screen between objects causes occlusion, which improves the user experience.
  • step 103 in response to the trigger operation on the counter button, the counter control is displayed.
  • the counter control may include the number of virtual objects of each type that have been used, and the total number of virtual objects of each type that can be used. For example, the number of currently used virtual objects of all types in the virtual scene and the total number of virtual objects of each type that can be used can be displayed in the counter control.
  • the following content can be displayed in the counter control: virtual object The number of A currently used (such as 2), and the total number of virtual objects A can be used (such as 9); the number of virtual objects B currently used (such as 1), and the total number of virtual objects B can be used ( For example 5); the number (for example 3) that virtual object C has been used currently, and the total number (for example 10) that virtual object C can be used; the quantity (for example 0) that virtual object D has been used currently, and virtual object D The total number that can be used (eg 4); the number that the virtual object E has currently been used (eg 1), and the total number that the virtual object E can be used (eg 6).
  • multiple accounts can be grouped for one-to-one interaction (for example, assuming there are always 8 accounts, account 1 to account 8, then account 1 can interact with account 3, account 2 can interact with account 3 account 5 interacts, account 3 interacts with account 7, and account 4 interacts with account 6), then for the target account in multiple accounts, the following processing can be performed: in response to the selection operation for multiple accounts, will be selected
  • the account of the target account is determined as the interactive account of the target account; or, an account is automatically selected from multiple accounts as the interactive account of the target account, wherein the selection method includes any of the following: random selection (that is, random selection from other accounts)
  • An account is the interactive account of the target account), and the difference between the interaction parameters with the target account (such as the combat power of the virtual object owned by the target account, or the life value of the auxiliary virtual object corresponding to the target account, etc.) is less than the threshold (such as from other From the accounts, select the account corresponding to the auxiliary virtual object whose life value is closest to the auxiliary virtual object
  • account 1 For example, assuming that there are always 8 accounts, namely account 1 to account 8, and taking the target account as account 1 as an example, the account randomly selected from other accounts (namely account 2 to account 8) can be used as account 1
  • account 4 is randomly selected from account 2 to account 8
  • account 4 can be used as the interactive account of account 1, that is, the virtual object controlled by account 1 will interact with the virtual object controlled by account 4.
  • auxiliary virtual object corresponding to account 1 that is, the virtual object used to interact with the virtual objects controlled by auxiliary account 1
  • life value of the object for example, the partner object summoned by the virtual object controlled by account 1
  • health values of the auxiliary virtual objects corresponding to account 2 to account 8 are: 80, 82, 85, 93, 89, 92, 100, that is, the life value of the auxiliary virtual object corresponding to account 6 is the closest to the life value of the auxiliary virtual object corresponding to account 1
  • account 6 can be used as the interactive account of account 1, that is, the virtual object controlled by account 1 will be the same as the virtual object controlled by account 1.
  • the virtual objects controlled by Account 6 can interact with each other.
  • the combat power of the virtual objects controlled by account 8 are: 86, 89, 93, 100, 70, 85, 99, that is, the combat power of the virtual objects controlled by account 3 is the closest to the combat power of the virtual objects controlled by account 1, Then account 3 can be used as the interactive account of account 1, that is, the virtual object controlled by account 1 will interact with the virtual object controlled by account 3.
  • the user corresponding to account 1 can select an account from the multiple accounts displayed in the virtual scene as the interactive account, for example, when receiving the When the avatar corresponding to account 3 is selected, and account 3 is determined as the interactive account of account 1, then the client of the user corresponding to account 1 receives the click operation of the counter button displayed in the virtual scene by the user corresponding to account 1 , the counter control is displayed, and the number of virtual objects of each type used by account 3 is currently used, and the total number of virtual objects of each type that can be used is displayed in the counter control.
  • the total number used in this way, can further improve the effectiveness of human-computer interaction in virtual scenes, facilitate users to view information about virtual objects selected by specific users (such as opponents), reduce user decision-making time, and improve user experience , while also reducing server waiting time and resource consumption.
  • the counter control can also include at least one screening index for the virtual object, wherein the type of screening index can include: grade, race, occupation, selected, account identification;
  • step 104 shown in FIG. 6 may also be executed, which will be described in conjunction with the steps shown in FIG. 6 .
  • step 104 in response to the indicator selection operation, the number of used target virtual objects of at least one type corresponding to the selected filtering parameter and the number of times each type of target virtual object can be used are updated and displayed in the counter control. total.
  • the above step 104 can be implemented in the following manner: displaying multiple grades in the counter control; in response to a grade selection operation, updating and displaying in the counter control the value corresponding to the selected grade The number of target virtual objects of at least one type that has been used, and the total number of target virtual objects of each type that can be used.
  • FIG. 7A is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • a level list 701 is displayed in the counter control 700, including first-level and second-level , Level 3, Level 4, and Level 5, and a virtual object of Level 1 is displayed by default.
  • Level 3 702 in the level list 701 the virtual object of Level 3 is updated and displayed in the counter control 700 (that is, in the counter control Update and display the number of used virtual objects of each level 3 and the total number of virtual objects that can be used for each level 3).
  • the above step 104 can be implemented in the following manner: displaying a race button in the counter control; displaying a race list in response to a trigger operation on the race button; The selection operation updates and displays the number of used target virtual objects of at least one type corresponding to the selected race in the counter control and the total number of target virtual objects of each type that can be used.
  • FIG. 7B is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • a race button 703 is displayed in the counter control 700.
  • the race list 704 is displayed, for example, including all races, fairy, empire, dragon, werewolf, etc.
  • the updated display race in the counter control 700 is fairy
  • the number of virtual objects that have been used by spirits and the total number of virtual objects that can be used for each race is Fairy.
  • the number, and the total number that can be used further improves the effectiveness of human-computer interaction in virtual scenes.
  • the above step 104 can be implemented in the following manner: displaying an occupation button in the counter control; displaying an occupation list in response to a trigger operation on the occupation button; The selection operation updates and displays the used quantity of at least one type of target virtual object corresponding to the selected profession in the counter control and the total number of target virtual objects of each type that can be used.
  • FIG. 7C is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the occupation button 705 is displayed in the counter control 700.
  • the occupation list 706 is displayed, such as including all occupations, swordsman, gunner, fighter, knight, etc.
  • the counter control 700 is updated to show that the occupation is a fighter.
  • the above step 104 can be implemented in the following manner: in the virtual scene corresponding to each account, perform the following processing: display the selection button of whether it has been selected in the counter control; In response to the selection operation of the selection button, the number of used target virtual objects of at least one type selected by the account and the total number of target virtual objects of each type that can be used are updated and displayed in the counter control.
  • FIG. 7D is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the user selects the selection button 707, the counter control 700 will update and display the number of currently used virtual objects selected by account 1, and each type of virtual object can be used.
  • the total number of used so that it is convenient for the user to view the relevant information of the virtual object that he has currently selected, reducing the time for the user to make decisions, speeding up the process of the game, and further reducing the server's waiting time and resource consumption.
  • the above step 104 can also be implemented in the following manner: displaying an account ID button in the counter control; in response to a trigger operation on the account ID button, displaying an ID list, wherein , the identification list includes a plurality of identifications corresponding to a plurality of accounts one-to-one; in response to a selection operation on the identification list, the number of used target virtual objects of at least one type corresponding to the selected identification is updated and displayed in the counter control , and the total number of target virtual objects of each type that can be used.
  • FIG. 7E is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • an account identification button 708 is displayed in the counter control 700.
  • the identification list 709 is displayed, including the account names corresponding to the multiple accounts participating in the interaction, such as "happy”, “ fallen leaves”, “baby”, “cat” and “runner” etc., when the user selects "cat” in the identification list 709, update and display in the counter control 700 the number of target virtual objects of at least one type corresponding to the account whose account name is "cat” has been used, and each type The total number of target virtual objects that can be used.
  • the above multiple screening indicators can be in an "AND" relationship.
  • the update display level in the counter control is level 1, and the race Indicates the number of dummy objects currently used and the total number of dummy objects that can be used.
  • FIG. 8 is a schematic flowchart of a method for interactive processing of a virtual scene provided by an embodiment of the present application. As shown in FIG. 8, after step 103 shown in FIG. 3 is executed, the Step 105 shown in FIG. 8 will be described in conjunction with the steps shown in FIG. 8 .
  • step 105 in response to a trigger operation on any type of virtual object displayed in the counter control, the detailed information of any type of virtual object is displayed.
  • the detailed information of any type of virtual object selected can be displayed in a split screen with the counter control, or can be displayed by covering the counter control in a pop-up window, or displayed in the interactive area of the virtual scene.
  • the detailed information may include the number of any type of virtual object that has been used, the total number of any type of virtual object that can be used, and the attribute information of any type of virtual object (such as life value, mana value, skill, etc.) ).
  • FIG. 9A is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the details page 902 of the virtual object 901 is displayed, and the details page 902 displays the number 903 of the virtual object 901 currently used (for example, the number of the virtual object 901 currently used is 8), and the number of virtual objects 901 that can be used
  • the total number 904 (for example, the total number of virtual objects 901 that can be used is 22), and the attribute information of the virtual object 901, for example, including the number of virtual gold coins that need to be consumed when selecting the virtual object 901 905, the skill introduction information 906 of the virtual object 901, etc.,
  • the attribute information of the virtual object 901 for example, including the number of virtual gold coins that need to be consumed when selecting the virtual object 901 905, the skill introduction information 906 of the virtual object 901, etc.
  • the following processing may also be performed in the virtual scene corresponding to each account: display in the virtual scene the association buttons corresponding to each type of virtual object that the account has used; A trigger operation of any one of the associated buttons in , displays the number of used virtual objects of the type corresponding to the triggered associated button and the total number of virtual objects of the associated type that can be used.
  • FIG. 9B is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the association buttons corresponding to each type of virtual object include association button 908, association button 909 and association button 910, wherein association button 908 corresponds to virtual object A (such as Beidi), and association button 909 corresponds to virtual object B (such as ranger ), the association button 910 corresponds to the virtual object C (for example, fighter), and when the user clicks on the association button 908, the detail interface 911 of the virtual object associated with the ranger (for example, a rogue who has a lineup bond with the fighter) is displayed , the number of ronin currently being used (for example, 2) and the total number of ronin that can be used (for example, 10) are displayed in the detail interface 911, so that it is convenient for the user to view the virtual
  • the number of objects already used further increases the effectiveness of human-computer interaction in virtual scenes.
  • the association relationship can be bond relationship, including lineup bond, that is, when two game characters in the same lineup appear in the same team, there will be additional attribute bonuses (for example, the life value of these two game characters will be increased, attack power, etc.); couple fetters, that is, when two game characters with a couple relationship in the background story of the game appear in the same team at the same time, there will be additional attribute bonuses (for example, the life value of these two game characters will be increased or the Enhance the skills of game characters, etc.); blood fetters, that is, when two game characters with blood relationship in the background story of the game appear in the same team at the same time, there will be attribute bonuses (for example, the life value of these two game characters will be increased or attack power, etc.).
  • the following processing can also be performed for a target account among multiple accounts (for example, a VIP account, or an account with the lowest life value of an auxiliary virtual object corresponding to the account, that is, an account in a disadvantaged position): environmental information (such as size, map type, etc.), the type and quantity of virtual objects used by the interactive account of the target account, the location distribution of the virtual objects used by the target account, the location distribution of the virtual objects used by the interactive account, and call the machine learning model Carry out prediction processing to obtain the type of virtual object that the target account should use and the number of selected virtual objects of each type, wherein the prediction processing is based on the goal that the target account is better than the interactive account; display selection prompt information in the counter control, where , the selection prompt information includes the types of virtual objects that should be used by the target account, and the number of selected virtual objects of each type.
  • environmental information such as size, map type, etc.
  • FIG. 9C is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • the target account such as account 1
  • virtual object 913 and virtual object 914 can be displayed in a specific way (for example, highlighted) in counter control 912 to prompt the user corresponding to account 1 to select virtual Object 913 and virtual object 914, in this way, by calling the machine learning model for predictive processing, and displaying the corresponding selection prompt information in the counter control, the time for user decision-making is reduced, and the effectiveness of human-computer interaction in the virtual scene is further improved.
  • the following processing may also be performed: obtaining the interaction data of the sample winner account and the sample loser account; based on the environment of the sample virtual scene (such as size, map type, etc.) ,
  • the interaction data includes the type and quantity of virtual objects used by the sample loser account, the location distribution of the virtual objects used by the sample loser account, the location distribution of the virtual objects used by the sample winner account, call the initialized machine learning model for prediction processing to obtain the prediction result; determine the difference between the prediction result and the marked data, and perform backpropagation based on the difference, and update the parameters of the machine learning model layer by layer during the backpropagation process; wherein, the marked data includes the sample winning account number The type and number of dummy objects used.
  • an exemplary structure of a machine learning model may include: an input layer (ie, an embedding layer), a coding layer (for example, it may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as Softmax function), after obtaining the interactive data, you can first input the interactive data to the input layer for embedding processing, and then encode the embedded feature vector output by the input layer through the encoding layer to obtain the hidden layer feature vector, and then through the full connection The first layer performs full connection processing on the hidden layer feature vector, and finally inputs the full connection result output by the fully connected layer to the output layer, so that the output layer can be activated to obtain the prediction result.
  • an input layer ie, an embedding layer
  • a coding layer for example, it may be composed of multiple cascaded convolutional layers
  • a fully connected layer for example, it may be composed of multiple cascaded convolutional layers
  • an output layer including an activation function, such as Softmax function
  • the loss function used in the process of training the machine learning model is described below.
  • the embodiment of the present application can use various types of loss functions to train machine learning models, such as regression loss function, binary classification loss function, hinge loss, multi-classification loss function, and multi-classification cross-entropy loss, etc. .
  • the multiclass cross-entropy loss is a generalization of the binary cross-entropy loss, and the loss for an input vector Xi and the corresponding one-hot encoded target vector Yi is:
  • p ij represents the corresponding probability of the i-th input vector in set j
  • c represents the total number of input vectors
  • y ij represents the output corresponding to the i-th input vector.
  • Hinge loss is mainly used for support vector machines with class labels (eg, including 1 and 0, where 1 means victory and 0 means failure).
  • class labels eg, including 1 and 0, where 1 means victory and 0 means failure.
  • the calculation formula of Hinge loss for data pair (x, y) is as follows:
  • y represents the real value
  • f(x) represents the predicted value
  • Hinge loss simplifies the mathematical operation of the support vector machine while maximizing the loss.
  • the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multi-layer perceptron, and The support vector machine, etc., the embodiment of the present application does not specifically limit the type of the machine learning model.
  • the interactive processing method of the virtual scene is to display the counter button, and when the trigger operation for the counter button is received, the counter control is displayed, wherein the counter control includes the number of used virtual objects of each type , and the total number of virtual objects of each type that can be used, so that the user can check the number of virtual objects of each type that have been used in the virtual scene at one time, and the total number of virtual objects of each type that can be used, reducing It reduces the time spent on user decision-making, speeds up the interaction process, and reduces server waiting time and resource consumption.
  • a multiplayer strategy game such as an auto chess game
  • the user needs to view and remember the number and type of pieces (corresponding to the above-mentioned virtual objects) in the board of other users participating in the same game at the same time.
  • the calculation and memory of each type of chess pieces are calculated and the number of pieces currently used is obtained, which consumes more time and reduces the time for the user to perform other operations and decisions in the game round, resulting in a time-critical situation , causing the user to fail to complete all target operations within the specified time.
  • the embodiment of the present application provides an interactive processing method for virtual scenes, which can provide users with a more efficient way to check the number and types of chess pieces that have been used, and allow users to grasp and calculate the remaining chess pieces in existing stores. , to provide a powerful reference for user decision-making, so that the interaction process in the game can be accelerated, thereby reducing server waiting time and resource consumption.
  • FIG. 10 is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by the embodiment of the present application.
  • the chess piece counter button 1003 is displayed in the store control 1002, and when the click operation of the user on the chess piece counter button 1003 is received, the chess piece counter control 1004 is displayed, and the chess piece of each type in the game is displayed in the chess piece counter control 1004 The number that has been used, and the total number of pieces of each type that can be used.
  • FIG. 11 is a schematic diagram of the application scenario of the interactive processing method for the virtual scene provided by the embodiment of the present application.
  • the occupation list 1103 is displayed, including all occupations, swordsman, gunner, fighter, knight, ranger and mage.
  • the number information of chess pieces whose occupation is a fighter will be updated in the chess piece counter control 1101, that is, each chess piece whose occupation is a fighter is currently used is displayed in the chess piece counter control 1101. Quantity and the total number that can be used.
  • FIG. 12 is a schematic diagram of the application scenario of the interactive processing method for the virtual scene provided by the embodiment of the present application.
  • the user clicks on the chess piece 1202 displayed in the chess piece counter jump to the chessboard interface 1203, and display the details page 1204 of the chess pieces 1202 in the chessboard interface 1203, the number of chess pieces 1202 currently used, the total number of chess pieces 1202 that can be used, and the chess pieces 1202 are displayed on the details page 1204. possessed skills etc.
  • FIG. 13 is a schematic diagram of the application scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • multiple bond buttons corresponding to the above-mentioned association button
  • bond button 1302 bond button 1303, bond button 1304 and bond button 1305
  • the details interface 1306 of the pieces belonging to the bond will be displayed, in the details interface 1306 Displays information such as the number of chess pieces (such as ronin) that belong to the bond that have been used currently, and the total number of chess pieces that can be used.
  • FIG. 14 is a schematic flowchart of the interactive processing method of the virtual scene provided by the embodiment of the present application.
  • pop-up shopping mall interface in the chessboard interface when the user clicks on the chess piece counter button displayed in the store control, the chess piece counter control is displayed (for example, a chess piece counter pop-up window pops up in the shopping mall interface).
  • the client screens out the target chess pieces according to the chess piece type selected by the user, and The number information of the target chess pieces is displayed in the chess piece counter pop-up window.
  • the number information of all chess pieces is displayed in the chess piece counter pop-up window for the user to view.
  • the interactive processing method of the virtual scene can better solve the problem that the user checks the number and type information of chess pieces in a multiplayer battle strategy game (such as an auto chess game) is too cumbersome.
  • the chess piece counter mechanism can enable the user to Quickly check the number of chess pieces that have been used and the total number of pieces that can be used, reduce the statistical time, provide users with a powerful reference for decision-making, improve the effectiveness of human-computer interaction in the virtual scene, and improve the user experience at the same time .
  • the virtual scene interaction processing device 465 provided by the embodiment of the present application as an exemplary structure of a software module.
  • the virtual scene interaction processing device 465 stored in the memory 460 The software modules in may include: a display module 4651.
  • the display module 4651 is configured to display a virtual scene, wherein the virtual scene includes identifiers of multiple accounts, and each account can control at least one virtual object to interact with at least one virtual object controlled by other accounts; the display module 4651 is also configured to display Counter button; the display module 4651 is further configured to display a counter control in response to the trigger operation on the counter button, wherein the counter control includes the number of each type of virtual object that has been used, and each type of virtual object that can be used total.
  • the display module 4651 is further configured to display the store entrance; in response to a trigger operation on the store entrance, display a store control, wherein the store control includes a plurality of different types of virtual objects that can be used, and enters Executes the action to display the counter button.
  • the display module 4651 is further configured to, in response to the index selection operation, update and display in the counter control the number of target virtual objects of at least one type corresponding to the selected filtering parameter that have been used, and the number of target virtual objects of each type The total number of target virtual objects that can be used.
  • the display module 4651 is further configured to display multiple levels in the counter control; in response to a level selection operation, update and display in the counter control that at least one type of target virtual object corresponding to the selected level has been selected The number of uses, and the total number of each type of target dummy that can be used.
  • the display module 4651 is further configured to display a race button in the counter control; in response to a trigger operation on the race button, display a race list; in response to a selection operation on the race list, update the display and The number of used target virtual objects of at least one type corresponding to the selected race, and the total number of target virtual objects of each type that can be used.
  • the display module 4651 is further configured to display an occupation button in the counter control; in response to a trigger operation on the occupation button, display an occupation list; in response to a selection operation on the occupation list, update the display and The number of used target virtual objects of at least one type corresponding to the selected occupation, and the total number of target virtual objects of each type that can be used.
  • the display module 4651 is further configured to perform the following processing in the virtual scene corresponding to each account: display whether the selection button has been selected in the counter control; The control is updated to display the number of used target virtual objects of at least one type selected by the account, and the total number of target virtual objects of each type that can be used.
  • the display module 4651 is further configured to display an account identification button in the counter control; in response to a trigger operation on the account identification button, an identification list is displayed, wherein the identification list includes multiple accounts corresponding to multiple accounts one-to-one. identification; in response to the selection operation for the identification list, update and display in the counter control the number of at least one type of target virtual object corresponding to the selected identification that has been used, and the number of times that each type of target virtual object can be used total.
  • the display module 4651 is further configured to display detailed information of any type of virtual object in response to a trigger operation for any type of virtual object displayed in the counter control; wherein the detailed information includes any type of virtual object The number of used virtual objects, the total number of any type of virtual objects that can be used, and the attribute information of any type of virtual objects.
  • the display module 4651 is further configured to perform the following processing in the virtual scene corresponding to each account: display in the virtual scene the associated buttons corresponding to each type of virtual object already used by the account; For a trigger operation of any one of the at least one associated button, the number of used virtual objects of the type corresponding to the triggered associated button and the total number of virtual objects of the associated type that can be used are displayed.
  • the virtual scene interaction processing device 465 further includes a prediction module 4652 configured to perform the following processing on the target account among the multiple accounts: based on the environment information of the virtual scene, the virtual objects used by the interactive account of the target account The type and quantity of the virtual objects used by the target account, the location distribution of the virtual objects used by the interactive account, call the machine learning model for prediction processing, and obtain the type of virtual objects that the target account should use, and the virtual objects of each type.
  • a prediction module 4652 configured to perform the following processing on the target account among the multiple accounts: based on the environment information of the virtual scene, the virtual objects used by the interactive account of the target account The type and quantity of the virtual objects used by the target account, the location distribution of the virtual objects used by the interactive account, call the machine learning model for prediction processing, and obtain the type of virtual objects that the target account should use, and the virtual objects of each type.
  • the display module 4651 is also configured to display selection prompt information in the counter control, wherein the selection prompt information includes the type of virtual object that the target account should use , and the number of selected virtual objects of each type.
  • the virtual scene interaction processing device 465 also includes a training module 4653 configured to obtain the interaction data of the sample winner account and the sample loser account; based on the environment of the sample virtual scene, the sample loser account included in the interaction data The type and quantity of the virtual objects controlled, the position distribution of the virtual objects controlled by the sample loser account, the position distribution of the virtual objects controlled by the sample winner account, call the initialized machine learning model for prediction processing, and obtain the prediction result; determine the prediction result The difference between the marked data and the difference, and backpropagation is performed based on the difference, and the parameters of the machine learning model are updated layer by layer in the backpropagation; wherein, the marked data includes the type and quantity of the virtual objects controlled by the sample winning account.
  • a training module 4653 configured to obtain the interaction data of the sample winner account and the sample loser account; based on the environment of the sample virtual scene, the sample loser account included in the interaction data
  • the virtual scene interaction processing device 465 further includes a determining module 4654, configured to perform the following processing on a target account among multiple accounts: in response to a selection operation on multiple accounts, determine the selected account An interactive account that is the target account; or, an account that is automatically selected from multiple accounts as the interactive account of the target account, wherein the selection method includes any of the following: random selection, and the interaction parameter difference with the target account is less than a threshold;
  • the display module 4651 is further configured to display a counter control in response to the trigger operation on the counter button, wherein the counter control includes the number of used virtual objects of each type used by the interactive account, and the number of virtual objects of each type that can be used total used.
  • the display module 4651 is further configured to perform the following processing for each interaction: before the interaction starts, display the counter button in the interaction area of the virtual scene; when the interaction starts, display the counter button in the interaction area of the virtual scene Hide the counter button.
  • An embodiment of the present application provides a computer program product or computer program, where the computer program product or computer program includes computer instructions (that is, executable instructions), and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the electronic device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the electronic device executes the method for interactively processing a virtual scene described above in the embodiment of the present application.
  • Embodiments of the present application provide a computer-readable storage medium storing executable instructions, wherein executable instructions are stored, and when the executable instructions are executed by a processor, the processor will be caused to execute the method provided by the embodiment of the present application, for example , the interactive processing method of the virtual scene shown in FIG. 4 , FIG. 6 , or FIG. 8 .
  • the computer-readable storage medium can be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; Various equipment.
  • executable instructions may take the form of programs, software, software modules, scripts, or code written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and its Can be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in a Hyper Text Markup Language (HTML) document in one or more scripts, in a single file dedicated to the program in question, or in multiple cooperating files (for example, files that store one or more modules, subroutines, or sections of code).
  • HTML Hyper Text Markup Language
  • executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one location, or, alternatively, on multiple electronic devices distributed across multiple locations and interconnected by a communication network. to execute.

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Abstract

本申请提供了一种虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品;方法包括:显示虚拟场景,其中,所述虚拟场景包括多个账号的标识,每个所述账号能够使用至少一个虚拟对象与其他账号使用的至少一个虚拟对象进行互动;显示计数器按钮;响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括每个类型的所述虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。

Description

虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品
相关申请的交叉引用
本申请基于申请号为202111367209.8,申请日为2021年11月18日、以及申请号为202111666803.7,申请日为2021年12月31日的中国专利申请提出,并要求上述两个中国专利申请的优先权,上述两个中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机人机交互技术领域,尤其涉及一种虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品。
背景技术
基于图形处理硬件的显示技术,扩展了感知环境以及获取信息的渠道,尤其是虚拟场景的显示技术,能够根据实际应用需求实现受控于用户或人工智能的虚拟对象之间的多样化的交互,具有各种典型的应用场景,例如在游戏的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
随着信息技术的普及,电子设备可以实现更加丰富的和形象的虚拟场景,典型地,例如游戏。越来越多的用户通过电子设备参与到虚拟场景的交互中,例如,在一局游戏中,用户可以使用虚拟对象与其他用户使用的虚拟对象进行对抗。
然而,相关技术对于游戏中已经被使用的虚拟对象的类型和数量信息的获取比较繁琐,例如,用户需要分别进入每个其他用户的信息页面,在其中查看其他用户分别已经使用的虚拟对象的类型和数量,并人工进行记忆和计算,最终才能得到游戏中每个类型的虚拟对象当前已经被使用的数量,这种方式无疑会导致服务器不必要的等待和资源消耗,同时也会造成游戏处理的延迟。
发明内容
本申请实施例提供一种虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够加快虚拟场景中的互动过程,从而降低服务器的等待时间和资源消耗。
本申请实施例的技术方案是这样实现的:
本申请实施例提供一种虚拟场景的交互处理方法,由电子设备执行,包括:
显示虚拟场景,其中,所述虚拟场景包括多个账号的标识,每个所述账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动;
显示计数器按钮;
响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括每个类型的所述虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。
本申请实施例提供一种虚拟场景的交互处理装置,包括:
显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括多个账号的标识,每个 所述账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动;
所述显示模块,还配置为显示计数器按钮;
所述显示模块,还配置为响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括每个类型的所述虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。
本申请实施例提供一种电子设备,包括:
存储器,用于存储可执行指令;
处理器,用于执行所述存储器中存储的可执行指令时,实现本申请实施例提供的虚拟场景的交互处理方法。
本申请实施例提供一种计算机可读存储介质,存储有可执行指令,用于引起处理器执行时,实现本申请实施例提供的虚拟场景的交互处理方法。
本申请实施例提供一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现本申请实施例提供的虚拟场景的交互处理方法。
本申请实施例具有以下有益效果:
通过显示计数器按钮来触发显示计数器控件,并通过计数器控件提示每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,如此,使得用户可以一次性地整体感知虚拟场景中每个类型的虚拟对象当前已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,相较于相关技术分别进入每个用户的信息页面查看并人工进行记忆和计算的方式,明显减少用户的操作和决策的时间,加速虚拟场景中互动的过程,进而也降低了服务器的等待时间和资源消耗。
附图说明
图1是相关技术提供的虚拟场景的交互处理方法的应用场景示意图;
图2A是本申请实施例提供的虚拟场景的交互处理方法的应用模式示意图一;
图2B是本申请实施例提供的虚拟场景的交互处理方法的应用模式示意图二;
图3是本申请实施例提供的终端设备400的结构示意图;
图4是本申请实施例提供的虚拟场景的交互处理方法的流程示意图;
图5是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图6是本申请实施例提供的虚拟场景的交互处理方法的流程示意图;
图7A至图7E是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图8是本申请实施例提供的虚拟场景的交互处理方法的流程示意图;
图9A至图9C是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图10是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图11是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图12是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图13是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图;
图14是本申请实施例提供的虚拟场景的交互处理方法的流程示意图。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是 可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。
在以下的描述中,所涉及的术语“多个”是指至少两个。
除非另有定义,本文所使用的所有的技术和科学术语与属于本申请的技术领域的技术人员通常理解的含义相同。本文中所使用的术语只是为了描述本申请实施例的目的,不是旨在限制本申请。
对本申请实施例进行进一步详细说明之前,对本申请实施例中涉及的名词和术语进行说明,本申请实施例中涉及的名词和术语适用于如下的解释。
1)响应于:用于表示所执行的操作所依赖的条件或者状态,当满足所依赖的条件或状态时,所执行的一个或多个操作可以是实时的,也可以具有设定的延迟;在没有特别说明的情况下,所执行的多个操作不存在执行先后顺序的限制。
2)虚拟场景:是应用程序在终端设备上运行时显示(或提供)的场景。该场景可以是对真实世界的仿真环境,也可以是半仿真半虚构的虚拟环境,还可以是纯虚构的虚拟环境。虚拟场景可以是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的任意一种,本申请实施例对虚拟场景的维度不加以限定。例如,虚拟场景可以包括天空、陆地、海洋等,该陆地可以包括沙漠、城市等环境元素,用户可以控制虚拟对象在该虚拟场景中进行移动。
3)虚拟对象:虚拟场景中可以进行交互的各种人和物的形象,或在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,例如在虚拟场景中显示的人物、动物等。该虚拟对象可以是虚拟场景中的一个虚拟的用于代表用户的虚拟形象。虚拟场景中可以包括多个虚拟对象,每个虚拟对象在虚拟场景中具有自身的形状和体积,占据虚拟场景中的一部分空间。
4)场景数据:表示虚拟场景的特征数据,例如可以是虚拟场景中建造区域的面积、虚拟场景当前所处的建筑风格等;也可以包括虚拟建筑在虚拟场景中所处的位置、以及虚拟建筑的占地面积等。
5)客户端:终端设备中运行的用于提供各种服务的应用程序,例如视频播放客户端、游戏客户端等。
6)交互过程:虚拟场景中虚拟对象根据交互的时间或交互的状态发展得到的过程,例如,虚拟对象在一局游戏中对战的过程;虚拟对象在游戏的一个场景中的对战的过程。
7)多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena):一种动作即时战略游戏,玩家可以从各类型的角色中选择自己擅长的类型,以对立的两个阵营展开对战(通常是5对5),胜利的条件是突破防线摧毁敌方守护的建筑。
8)自走棋:一种新型多人对战策略游戏。用户可以自行搭配培养棋子阵容迎战对手棋子阵容,败方扣除生命值(HP,Hit Point),并按淘汰顺序决定名次。其中,棋子(即虚拟对象)是虚拟场景中各异的战斗单位,用户可对棋子进行装备、升级、购入、卖出等操作,棋子的获取来源大多为刷新棋子池,小部分来自“选秀”与战斗活动。
相关技术中,以自走棋为例,用户查看对手棋子的方式为:点击对手头像,切换至对手棋盘,查看对手棋盘内和备战区的棋子,并自行计算在场的棋子数量和种类。
示例的,参见图1,图1是相关技术提供的虚拟场景的交互处理方法的应用场景示意图,如图1所示,在账号名称为“Hiroko”的用户对应的棋盘界面100中显示有用户已经选用的棋子(包括在棋盘内和备战区的棋子)、以及参与该局游戏的多个其他用户的头像和账号名称,当账号名称为“Hiroko”的用户想查看其他用户的棋子时,可以点击相应用户的头像,例如当点击账号名称为“开心”的用户对应的头像101时,将跳转至账号名称为“开心”的用户对应的棋盘界面102,从而可以在棋盘界面102中查看账 号名称为“开心”的用户已经选用的棋子。同理,当账号名称为“Hiroko”的用户想查看账号名称为“落叶”的用户已经选用的棋子时,可以点击账号名称为“落叶”的用户对应的头像,从而跳转至账号名称为“落叶”的用户对应的棋盘界面进行查看。
可以看出,相关技术中查看当前已经被使用的棋子信息的效率较低,用户需要连续查看多个其他用户(例如7名对手)棋盘内的棋子数量和种类信息,并且需要人工计算和记忆,在消耗较多时间的同时,也相对减少了用户决策的时间,让本就不富裕的时间变得更加紧张;此外,用户在进行查看时客户端需要在不同用户对应的棋盘之间进行跳转,导致人机交互的有效性较低。
鉴于此,本申请实施例提供一种虚拟场景的交互处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够加速虚拟场景中互动的过程,进而降低服务器的等待时间和资源消耗。为便于更容易理解本申请实施例提供的虚拟场景的交互处理方法,首先说明本申请实施例提供的虚拟场景的交互处理方法的示例性实施场景,本申请实施例提供的虚拟场景的交互处理方法中的虚拟场景可以完全基于终端设备输出,或者基于终端设备和服务器协同输出。
在另一些实施例中,虚拟场景还可以是供游戏角色交互的环境,例如可以是供游戏角色在虚拟场景中进行对战,通过控制游戏角色的行动可以在虚拟场景中进行双方互动,从而使用户能够在游戏的过程中舒缓生活压力。
在一个实施场景中,参见图2A,图2A是本申请实施例提供的虚拟场景的交互处理方法的应用模式示意图,适用于一些完全依赖于终端设备400的图形处理硬件计算能力即可完成虚拟场景200的相关数据计算的应用模式,例如单机版/离线模式的游戏,通过智能手机、平板电脑和虚拟现实/增强现实设备等各种不同类型的终端设备400完成虚拟场景的输出。
作为示例,图形处理硬件的类型包括中央处理器(CPU,Central Processing Unit)和图形处理器(GPU,Graphics Processing Unit)。
当形成虚拟场景200的视觉感知时,终端设备400通过图形计算硬件计算显示所需要的数据,并完成显示数据的加载、解析和渲染,在图形输出硬件输出能够对虚拟场景形成视觉感知的视频帧,例如,在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;此外,为了丰富感知效果,终端设备400还可以借助不同的硬件来形成听觉感知、触觉感知、运动感知和味觉感知的一种或多种。
作为示例,终端设备400上运行有客户端410(例如单机版的游戏应用),在客户端410的运行过程中输出包括有角色扮演的虚拟场景,虚拟场景可以是供游戏角色交互的环境,例如可以是用于供游戏角色进行对战的平原、街道、山谷等等;以第三人称视角显示虚拟场景200为例,虚拟场景200包括多个账号的标识,例如可以在虚拟场景200中显示多个账号分别对应的账号名称和头像至少之一(图2A中未示出),其中,每个账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动。在虚拟场景200中还显示有计数器按钮201,当客户端410接收到用户针对计数器按钮201的触发操作(例如点击操作)时,在虚拟场景200中显示计数器控件202,其中,计数器控件202包括每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,例如以计数器控件202中的第一个虚拟对象为例,数字“6/29”表示该类型的虚拟对象已经被使用的数量为6,该类型的虚拟对象能够被使用的总数为29(例如一局游戏中最多只能上场29个该类型的虚拟对象),如此,加速了虚拟场景中互动的过程,从而降低了服务器的等待时间和资源消耗。
在另一个实施场景中,参见图2B,图2B是本申请实施例提供的虚拟场景的交互处 理方法的应用模式示意图,应用于终端设备400和服务器200,适用于依赖于服务器200的计算能力完成虚拟场景计算、并在终端设备400输出虚拟场景的应用模式。
以形成虚拟场景200的视觉感知为例,服务器200进行虚拟场景相关显示数据(例如场景数据)的计算并通过网络300发送到终端设备400,终端设备400依赖于图形计算硬件完成计算显示数据的加载、解析和渲染,依赖于图形输出硬件输出虚拟场景以形成视觉感知,例如可以在智能手机的显示屏幕呈现二维的视频帧,或者,在增强现实/虚拟现实眼镜的镜片上投射实现三维显示效果的视频帧;对于虚拟场景的形式的感知而言,可以理解,可以借助于终端设备400的相应硬件输出,例如使用麦克风形成听觉感知,使用振动器形成触觉感知等等。
作为示例,终端设备400上运行有客户端410(例如网络版的游戏应用),通过连接服务器200(例如游戏服务器)与其他用户进行游戏互动,终端设备400输出客户端410的虚拟场景200,其中,虚拟场景200包括多个账号的标识,例如可以在虚拟场景200中显示多个账号分别对应的账号名称和头像至少之一(图2B中未示出),其中,每个账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动。在虚拟场景200中还显示有计数器按钮201,当客户端410接收到用户针对计数器按钮201的触发操作(例如点击操作)时,在虚拟场景200中显示计数器控件202,其中,计数器控件202包括每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,例如以计数器控件202中的第一个虚拟对象为例,数字“6/29”表示该类型的虚拟对象已经被使用的数量为6,该类型的虚拟对象能够被使用的总数为29(例如一局游戏中最多只能上场29个该类型的虚拟对象),如此,加速了虚拟场景中互动的过程,从而降低了服务器的等待时间和资源消耗。
在一些实施例中,终端设备400可以通过运行计算机程序来实现本申请实施例提供的虚拟场景的交互处理方法,例如,计算机程序可以是操作系统中的原生程序或软件模块;可以是本地(Native)应用程序(APP,APPlication),即需要在操作系统中安装才能运行的程序,例如多人对战策略类游戏APP(即上述的客户端410);也可以是小程序,即只需要下载到浏览器环境中就可以运行的程序;还可以是能够嵌入至任意APP中的游戏小程序。总而言之,上述计算机程序可以是任意形式的应用程序、模块或插件。
以计算机程序为应用程序为例,在实际实施时,终端设备400安装和运行有支持虚拟场景的应用程序。该应用程序可以是多人对战策略类游戏、虚拟现实应用程序、三维地图程序或者多人枪战类生存游戏中的任意一种。用户使用终端设备400操作位于虚拟场景中的虚拟对象进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷、建造虚拟建筑中的至少一种。示意性的,该虚拟对象可以是虚拟人物,比如仿真人物角色或动漫人物角色等。
在另一些实施例中,本申请实施例还可以借助于云技术(Cloud Technology)实现,云技术是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。
云技术是基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、以及应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源。
示例的,图2B中的服务器200可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(CDN,Content Delivery Network)、以及大数据和人工智能平台等基础云计算服务的云服务器。终端设备400可以是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能 手表等,但并不局限于此。终端设备400以及服务器200可以通过有线或无线通信方式进行直接或间接地连接,本申请实施例中不做限制。
下面对图2A中示出的终端设备400的结构进行说明。参见图3,图3是本申请实施例提供的终端设备400的结构示意图,图3所示的终端设备400包括:至少一个处理器420、存储器460、至少一个网络接口430和用户接口440。终端设备400中的各个组件通过总线系统450耦合在一起。可理解,总线系统450用于实现这些组件之间的连接通信。总线系统450除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图3中将各种总线都标为总线系统450。
处理器420可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口440包括使得能够呈现媒体内容的一个或多个输出装置441,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口440还包括一个或多个输入装置442,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器460可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器460可选地包括在物理位置上远离处理器420的一个或多个存储设备。
存储器460包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器460旨在包括任意适合类型的存储器。
在一些实施例中,存储器460能够存储数据以支持各种操作,这些数据的示例包括程序、模块和数据结构或者其子集或超集,下面示例性说明。
操作系统461,包括用于处理各种基本系统服务和执行硬件相关任务的系统程序,例如框架层、核心库层、驱动层等,用于实现各种基础业务以及处理基于硬件的任务;
网络通信模块462,用于经由一个或多个(有线或无线)网络接口430到达其他计算设备,示例性的网络接口430包括:蓝牙、无线相容性认证(WiFi)、和通用串行总线(USB,Universal Serial Bus)等;
呈现模块463,用于经由一个或多个与用户接口440相关联的输出装置441(例如,显示屏、扬声器等)使得能够呈现信息(例如,用于操作外围设备和显示内容和信息的用户接口);
输入处理模块464,用于对一个或多个来自一个或多个输入装置442之一的一个或多个用户输入或互动进行检测以及翻译所检测的输入或互动。
在一些实施例中,本申请实施例提供的虚拟场景的交互处理装置可以采用软件方式实现,图3示出了存储在存储器460中的虚拟场景的交互处理装置465,其可以是程序和插件等形式的软件,包括以下软件模块:显示模块4651、控制模块4652、确定模块4653和应用模块4654,这些模块是逻辑上的,因此根据所实现的功能可以进行任意的组合或进一步拆分。需要指出的是,在图3中为了方便表达,一次性示出了上述所有模块,但是不应视为在虚拟场景的交互处理装置465排除了可以只包括显示模块4651的实施,将在下文中说明各个模块的功能。
下面将结合附图对本申请实施例提供的虚拟场景的交互处理方法进行具体说明。本申请实施例提供的虚拟场景的交互处理方法可以由图2A中的终端设备400单独执行, 也可以由图2B中的终端设备400和服务器200协同执行。
下面,以由图2A中的终端设备400单独执行本申请实施例提供的虚拟场景的交互处理方法为例进行说明。参见图4,图4是本申请实施例提供的虚拟场景的交互处理方法的流程示意图,将结合图4示出的步骤进行说明。
需要说明的是,图4示出的方法可以由终端设备400上运行的各种形式的计算机程序执行,并不局限于上述的客户端410,还可以是上文所述的操作系统461、软件模块和脚本,因此客户端不应视为对本申请实施例的限定。
在步骤101中,显示虚拟场景。
这里,虚拟场景可以包括多个账号的标识,例如可以在虚拟场景中显示参与互动的多个账号分别对应的账号名称和头像至少之一。此外,每个账号能够控制(或称使用)至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动,其中,当虚拟对象的数量为多个时,虚拟对象的类型可以是相同的或者不同的,例如账号1可以控制同一类型的两个虚拟对象A与账号2控制的不同类型的两个虚拟对象(例如虚拟对象B和虚拟对象C)进行互动,并且每个账号能够控制的虚拟对象的数量与账号等级正相关。举例来说,每个账号最多能够控制的虚拟对象的数量和账号等级相同,即当账号等级为1级时,最多能够控制1个虚拟对象,当账号等级为2级时,最多能够控制2个虚拟对象,以此类推,如此,用户可以在账号等级和虚拟对象的选用之间进行决策,例如用户可以根据当前的游戏局势,确定消耗一定数量的虚拟资源(例如虚拟金币)来购买经验以提升账号等级,从而提高能够控制的虚拟对象的数量上限,或者消耗一定数量的虚拟金币来购买虚拟对象,从而提高了游戏的趣味性。
在步骤102中,显示计数器按钮。
在一些实施例中,在显示计数器按钮之前,还可以执行以下处理:显示商店入口;响应于针对商店入口的触发操作,显示商店控件,其中,商店控件包括能够被使用的多个不同类型的虚拟对象,并转入执行显示计数器按钮的操作。
示例的,参见图5,图5是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图5所示,在虚拟场景500中显示有商店入口501,当接收到用户针对商店入口501的点击操作时,显示商店控件502,在商店控件502中显示有能够被使用的多个不同类型的虚拟对象,例如包括虚拟对象503、虚拟对象504、虚拟对象505和虚拟对象506,以供用户进行选用。此外,在商店控件502中还显示有计数器按钮507,如此,用户在选用虚拟对象之前,可以点击计数器按钮507,查看虚拟场景中当前每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,从而可以有针对性地在商店控件502中选用自己需要的虚拟对象。例如客户端响应于针对商店控件中显示的能够被使用的多个不同类型的虚拟对象中至少一种类型的至少一个虚拟对象的选用操作,针对对应账号消耗一定数量的虚拟资源作为虚拟对象的使用费用,其中,在选用不同类型的虚拟对象时,需要消耗的虚拟资源的数量可以是相同或者不同的,例如当用户点击商店控件502中显示的虚拟对象504时,用户拥有的虚拟金币将减2(即从23减少至21),并在备战区中显示被用户选中的虚拟对象504。
需要说明的是,还可以在虚拟场景500中显示刷新按钮508,当用户对商店控件502中当前显示的虚拟对象不满意时,可以点击刷新按钮508进行刷新(用户每次点击刷新按钮508时,将消耗2个虚拟金币),当接收到用户针对刷新按钮508的点击操作时,在商店控件502中更新显示其他类型的虚拟对象。这里,其他类型的虚拟对象与多个不同类型的虚拟对象至少部分不同,例如假设在商店控件中原先显示有虚拟对象A、虚拟对象B和虚拟对象C,当接收到用户针对刷新按钮的点击操作时,可以在商店控件中更新显示虚拟对象D、虚拟对象E和虚拟对象F。此外,还可以在虚拟场景500中显示经 验购买按钮509,以供用户消耗一定数量的虚拟资源(例如虚拟金币、虚拟元宝等)来提升账号的等级,例如用户在每次点击经验购买按钮时,会扣除用户50个虚拟金币,并在成功扣除之后,将用户的账号的账号等级提升1级,从而提升账号能够使用的虚拟对象的数量上限。
在另一些实施例中,还可以通过以下方式实现上述的步骤102:针对每次互动,执行以下处理:在互动开始前,在虚拟场景的交互区域中显示计数器按钮;在互动开始时,在虚拟场景的交互区域中隐藏计数器按钮。
示例的,计数器按钮除了可以在商店控件中显示之外,还可以直接在虚拟场景的交互区域中显示,并且作为计数器按钮可以一直在虚拟场景的交互区域中显示的替代方案,计数器按钮也可以不是一直在虚拟场景的交互区域中显示的,例如在每次互动开始前(即在当前回合的准备阶段),可以在虚拟场景的交互区域中显示计数器按钮,以供用户在商店控件中选用当前回合需要使用的虚拟对象之前,可以首先点击计数器按钮来查看虚拟场景中每个类型的虚拟对象当前已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,从而可以在商店控件中有针对性地选用自己需要的虚拟对象;并且在互动开始时(例如在当前回合的准备阶段的倒计时结束),可以在虚拟场景的交互区域中隐藏计数器按钮,如此,能够避免计数器按钮的显示对虚拟对象之间互动的画面造成遮挡,提升了用户的使用体验。
在步骤103中,响应于针对计数器按钮的触发操作,显示计数器控件。
这里,计数器控件可以包括每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数。例如可以在计数器控件中显示虚拟场景中所有类型的虚拟对象当前已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数。
示例的,假设虚拟场景总共包括5个不同类型的虚拟对象,分别为虚拟对象A、虚拟对象B、虚拟对象C、虚拟对象D和虚拟对象E,则可以在计数器控件中显示以下内容:虚拟对象A当前已经被使用的数量(例如2)、以及虚拟对象A能够被使用的总数(例如9);虚拟对象B当前已经被使用的数量(例如1)、以及虚拟对象B能够被使用的总数(例如5);虚拟对象C当前已经被使用的数量(例如3)、以及虚拟对象C能够被使用的总数(例如10);虚拟对象D当前已经被使用的数量(例如0)、以及虚拟对象D能够被使用的总数(例如4);虚拟对象E当前已经被使用的数量(例如1)、以及虚拟对象E能够被使用的总数(例如6)。
在一些实施例中,多个账号可以是分组进行一对一的互动的(例如假设总有8个账号,分别为账号1至账号8,则可以是账号1与账号3进行互动,账号2与账号5进行互动,账号3与账号7进行互动,账号4与账号6进行互动),则针对多个账号中的目标账号,可以执行以下处理:响应于针对多个账号的选择操作,将被选中的账号确定为目标账号的互动账号;或者,从多个账号中自动选择出一个账号作为目标账号的互动账号,其中,选择方式包括以下任意一种:随机选择(即从其他账号中随机选择出一个账号作为目标账号的互动账号)、与目标账号的互动参数(例如目标账号所拥有的虚拟对象的战力,或者目标账号对应的辅助虚拟对象的生命值等)差值小于阈值(例如从其他账号中选择出与目标账号对应的辅助虚拟对象的生命值最接近的辅助虚拟对象对应的账号作为目标账号的互动账号,或者与目标账号所拥有的虚拟对象的战力最接近的账号作为目标账号的互动账号),则在响应于针对计数器按钮的触发操作,显示计数器控件时,还可以在计数器控件中显示互动账号使用的每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数。
示例的,假设总有8个账号,分别为账号1至账号8,以目标账号为账号1为例,则可以将从其他账号(即账号2至账号8)中随机选择出的账号作为账号1的互动账号, 例如假设从账号2至账号8中随机选择出了账号4,则可以将账号4作为账号1的互动账号,即账号1控制的虚拟对象将与账号4控制的虚拟对象进行互动。
示例的,假设总有8个账号,分别为账号1至账号8,以目标账号为账号1为例,假设账号1对应的辅助虚拟对象(即用于辅助账号1控制的虚拟对象进行互动的虚拟对象,例如可以是账号1控制的虚拟对象召唤出的伙伴对象)的生命值为90,而账号2至账号8分别对应的辅助虚拟对象的生命值为:80、82、85、93、89、92、100,即账号6对应的辅助虚拟对象的生命值与账号1对应的辅助虚拟对象的生命值最接近,则可以将账号6作为账号1的互动账号,即账号1控制的虚拟对象将与账号6控制的虚拟对象进行互动。
示例的,假设总有8个账号,分别为账号1至账号8,以目标账号为账号1为例,假设账号1控制的虚拟对象的战力(例如可以通过账号1控制的虚拟对象的攻击力、防御力、以及生命值等参数来综合确定,例如账号1控制的虚拟对象的攻击力、防御力、以及生命值越高,则表征该虚拟对象的战力越强)为90,而账号2至账号8分别控制的虚拟对象的战力为:86、89、93、100、70、85、99,即账号3控制的虚拟对象的战力与账号1控制的虚拟对象的战力最接近,则可以将账号3作为账号1的互动账号,即账号1控制的虚拟对象将与账号3控制的虚拟对象进行互动。
示例的,以目标账号为账号1为例,账号1对应的用户可以在虚拟场景中显示的多个账号中选定一个账号作为互动账号,例如当接收到账号1对应的用户针对虚拟场景中显示的账号3对应的头像的选中操作时,将账号3确定为账号1的互动账号,则账号1对应的用户的客户端在接收到账号1对应的用户针对虚拟场景中显示的计数器按钮的点击操作时,显示计数器控件,并在计数器控件中显示账号3使用的每个类型的虚拟对象当前已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,例如假设账号3当前仅选用了虚拟对象A和虚拟对象B,则在计数器控件中仅显示虚拟对象A当前已经被使用的数量、以及虚拟对象A能够被使用的总数和虚拟对象B当前已经被使用的数量、以及虚拟对象B能够被使用的总数,如此,能够进一步提高虚拟场景中人机交互的有效性,方便了用户查看特定用户(例如对手)选用的虚拟对象的相关信息,减少用户决策的时间,提升了用户的使用体验,同时也减少了服务器的等待时间和资源消耗。
在一些实施例中,计数器控件还可以包括针对虚拟对象的至少一个筛选指标,其中,筛选指标的类型可以包括:等级、种族、职业、已选用、账号标识;则在执行完图4示出的步骤103之后,还可以执行图6示出的步骤104,将结合图6示出的步骤进行说明。
在步骤104中,响应于指标选择操作,在计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,当筛选指标为等级时,可以通过以下方式实现上述的步骤104:在计数器控件中显示多个等级;响应于等级选择操作,在计数器控件中更新显示与被选中的等级对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
示例的,参见图7A,图7A是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图7A所示,在计数器控件700中显示有等级列表701,包括一级、二级、三级、四级和五级,并默认显示一级的虚拟对象,当用户在等级列表701中选中三级702时,则在计数器控件700中更新显示三级的虚拟对象(即在计数器控件中更新显示每个三级的虚拟对象已经被使用的数量、以及每个三级的虚拟对象能够被使用的总数),如此,通过在计数器控件中设置等级列表,方便了用户查看特定等级的虚拟对象已被使用的数量,减少了用户决策需要消耗的时间,加速了游戏的进程,同时也进一步 降低了服务器等待的时间和资源消耗。
在一些实施例中,当筛选指标为种族时,可以通过以下方式实现上述的步骤104:在计数器控件中显示种族按钮;响应于针对种族按钮的触发操作,显示种族列表;响应于针对种族列表的选择操作,在计数器控件中更新显示与被选中的种族对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
示例的,参见图7B,图7B是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图7B所示,在计数器控件700中显示有种族按钮703,当接收到用户针对种族按钮703的点击操作时,显示种族列表704,例如包括全部种族、仙灵、帝国、龙、狼人等,当用户在种族列表704中选中仙灵时,则在计数器控件700中更新显示种族为仙灵的虚拟对象已经被使用的数量、以及每个种族为仙灵的虚拟对象能够被使用的总数,如此,通过在计数器控件中设置种族按钮,方便了用户查看特定种族的虚拟对象已经被使用的数量、以及能够被使用的总数,进一步提高了虚拟场景中人机交互的有效性。
在一些实施例中,当筛选指标为职业时,可以通过以下方式实现上述的步骤104:在计数器控件中显示职业按钮;响应于针对职业按钮的触发操作,显示职业列表;响应于针对职业列表的选择操作,在计数器控件中更新显示与被选中的职业对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
示例的,参见图7C,图7C是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图7C所示,在计数器控件700中显示有职业按钮705,当接收到用户针对职业按钮705的点击操作时,显示职业列表706,例如包括全部职业、剑士、枪手、斗士、骑士等,当用户在职业列表706中选中斗士时,则在计数器控件700中更新显示职业为斗士的虚拟对象已经被使用的数量、以及每个职业为斗士的虚拟对象能够被使用的总数,如此,通过在计数器控件中设置职业按钮,方便了用户查看特定职业的虚拟对象已经被使用的数量、以及能够被使用的总数,进一步提高了虚拟场景中人机交互的有效性。
在一些实施例中,当筛选指标为已选用时,可以通过以下方式实现上述的步骤104:在每个账号对应的虚拟场景中,执行以下处理:在计数器控件中显示是否已选用的选择按钮;响应于针对选择按钮的选中操作,在计数器控件中更新显示账号已经选用的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
示例的,参见图7D,图7D是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图7D所示,在计数器控件700中显示有是否已选用的选择按钮707,当接收到用户(假设用户对应的账号为账号1)针对选择按钮707的选中操作时,在计数器控件700中更新显示账号1已经选用的虚拟对象当前已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,如此,方便了用户查看自己当前已经选用的虚拟对象的相关信息,减少了用户决策的时间,加速了游戏的进程,进而降低了服务器的等待时间和资源消耗。
在另一些实施例中,当筛选指标为账号标识时,还可以通过以下方式实现上述的步骤104:在计数器控件中显示账号标识按钮;响应于针对账号标识按钮的触发操作,显示标识列表,其中,标识列表包括与多个账号一一对应的多个标识;响应于针对标识列表的选择操作,在计数器控件中更新显示与被选中的标识对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
示例的,参见图7E,图7E是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图7E所示,在计数器控件700中显示有账号标识按钮708,当接收到用户针对账号标识按钮708的点击操作时,显示标识列表709,包括与参与互动的多个账号分别对应的账号名称,例如包括“开心”、“落叶”、“宝宝”、“猫咪”和“奔跑者”等,当用户在标识列表709中选中“猫咪”时,则在计数器控件700中更新显示账号名称为“猫咪”的账号对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数,如此,通过在计数器控件中设置账号标识按钮,方便了用户查看特定账号对应的目标虚拟对象(即特定账号使用的虚拟对象)当前已经被使用的数量、以及能够被使用的总数,进一步提高了虚拟场景中人机交互的有效性。
需要说明的是,上述多个筛选指标之间可以是“与”的关系,例如当用户在计数器控件中同时选中一级和仙灵时,则在计数器控件中更新显示等级为一级、且种族为仙灵的虚拟对象当前已经被使用的数量和能够被使用的总数。
在一些实施例中,参见图8,图8是本申请实施例提供的虚拟场景的交互处理方法的流程示意图,如图8所示,在执行完图3示出的步骤103之后,还可以执行图8示出的步骤105,将结合图8示出的步骤进行说明。
在步骤105中,响应于针对计数器控件中显示的任意一个类型的虚拟对象的触发操作,显示任意一个类型的虚拟对象的详情信息。
这里,被选中的任意一个类型的虚拟对象的详情信息可以与计数器控件分屏显示,也可以以弹窗的方式覆盖计数器控件进行显示,又或者在虚拟场景的交互区域中进行显示。此外,详情信息可以包括任意一个类型的虚拟对象已经被使用的数量、任意一个类型的虚拟对象能够被使用的总数、以及任意一个类型的虚拟对象的属性信息(例如生命值、魔法值、技能等)。
示例的,参见图9A,图9A是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图9A所示,当接收到用户针对计数器控件900中显示的虚拟对象901的点击操作时,显示虚拟对象901的详情页面902,在详情页面902中显示有虚拟对象901当前已经被使用的数量903(例如虚拟对象901当前已经被使用的数量为8)、虚拟对象901能够被使用的总数904(例如虚拟对象901能够被使用的总数为22)、以及虚拟对象901的属性信息,例如包括选用虚拟对象901时需要消耗的虚拟金币的数量905、虚拟对象901的技能介绍信息906等,如此,方便了用户查看感兴趣的虚拟对象的详情信息,提高了虚拟场景中人机交互的有效性。
在一些实施例中,还可以在每个账号对应的虚拟场景中,执行以下处理:在虚拟场景中显示账号已经使用的每个类型的虚拟对象分别对应的关联按钮;响应于针对至少一个关联按钮中的任意一个关联按钮的触发操作,显示与被触发的关联按钮对应的类型的关联类型的虚拟对象已经被使用的数量、以及关联类型的虚拟对象能够被使用的总数。
示例的,参见图9B,图9B是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图9B所示,在虚拟场景907中显示有账号(例如账号1)已经使用的每个类型的虚拟对象分别对应的关联按钮,例如包括关联按钮908、关联按钮909和关联按钮910,其中,关联按钮908对应虚拟对象A(例如北地),关联按钮909对应虚拟对象B(例如游侠),关联按钮910对应虚拟对象C(例如斗士),当接收到用户针对关联按钮908的点击操作时,显示与游侠具有关联关系的虚拟对象(例如与斗士具有阵容羁绊的浪人)的详情界面911,在详情界面911中显示有浪人当前已经被使用的数量(例如2)、以及浪人能够被使用的总数(例如10),如此,方便了用户查看与已经选定的虚拟对象具有关联关系的虚拟对象已经被使用的数量,进一步提高了虚拟场景中人机交互的有效性。
下面对关联关系进行说明。
示例的,关联关系可以是羁绊关系,包括阵容羁绊,即同一阵容的两个游戏角色出现在同一个队伍时,会有额外的属性加成(例如会额外增加这两个游戏角色的生命值、攻击力等);情侣羁绊,即游戏背景故事中具有情侣关系的两个游戏角色同时出现在同一个队伍时,会有额外的属性加成(例如会额外增加这两个游戏角色的生命值或者增强游戏角色的技能等);血脉羁绊,即游戏背景故事中拥有血脉关联的两个游戏角色同时出现在同一个队伍时,会有属性加成(例如会额外增加这两个游戏角色的生命值或者攻击力等)。
在另一些实施例中,还可以针对多个账号中的目标账号(例如VIP账号、或者账号对应的辅助虚拟对象的生命值最低的账号,即处于弱势的账号),执行以下处理:基于虚拟场景的环境信息(例如尺寸、地图类型等)、目标账号的互动账号使用的虚拟对象的类型和数量、目标账号使用的虚拟对象的位置分布、互动账号使用的虚拟对象的位置分布,调用机器学习模型进行预测处理,得到目标账号应该使用的虚拟对象的类型、以及每个类型的虚拟对象的选用数量,其中,预测处理以目标账号胜过互动账号为目标;在计数器控件中显示选用提示信息,其中,选用提示信息包括目标账号应该使用的虚拟对象的类型、以及每个类型的虚拟对象的选用数量。
示例的,参见图9C,图9C是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图9C所示,假设在调用机器学习模型进行预测处理,得到目标账号(例如账号1)应该使用的虚拟对象为虚拟对象913和虚拟对象914之后,可以在计数器控件912中以特定方式(例如高亮的方式)显示虚拟对象913和虚拟对象914,以提示账号1对应的用户选用虚拟对象913和虚拟对象914,如此,通过调用机器学习模型进行预测处理,并在计数器控件中显示对应的选用提示信息,减少了用户决策的时间,进一步提高了虚拟场景中人机交互的有效性。
在一些实施例中,在调用机器学习模型进行预测处理之前,还可以执行以下处理:获取样本胜方账号和样本败方账号的互动数据;基于样本虚拟场景的环境(例如尺寸、地图类型等)、互动数据包括的样本败方账号使用的虚拟对象的类型和数量、样本败方账号使用的虚拟对象的位置分布、样本胜方账号使用的虚拟对象的位置分布,调用初始化的机器学习模型进行预测处理,得到预测结果;确定预测结果与标记数据之间的差异,并基于差异进行反向传播,在反向传播的过程中逐层更新机器学习模型的参数;其中,标记数据包括样本胜方账号使用的虚拟对象的类型和数量。
示例的,机器学习模型的示例性结构可以包括:输入层(即嵌入层)、编码层(例如可以由多个级联的卷积层组成)、全连接层和输出层(包括激活函数,例如Softmax函数),在获取到互动数据之后,可以首先将互动数据输入至输入层进行嵌入处理,接着通过编码层对输入层输出的嵌入特征向量进行编码处理,得到隐层特征向量,随后通过全连接层对隐层特征向量进行全连接处理,最后将全连接层输出的全连接结果输入至输出层,以使输出层进行激活处理,得到预测结果。
下面对在训练机器学习模型的过程中所使用的损失函数进行说明。
本申请实施例可以使用各种不同类型的损失函数对机器学习模型进行训练,例如包括回归损失函数、二分类损失函数、合页(Hinge)损失、多分类损失函数、以及多分类交叉熵损失等。
示例的,多分类交叉熵损失是二元交叉熵损失的推广,对于输入向量X i和相应的独热(one-hot)编码目标向量Y i的损失是:
Figure PCTCN2022126326-appb-000001
其中,p ij表示第i个输入向量在集合j中对应的概率,c表示输入向量的总数,y ij表 示第i个输入向量对应的输出。
示例的,Hinge损失主要用于带有类标签(例如包括1和0,其中,1表示胜利,0表示失败)的支持向量机。例如,数据对(x,y)的Hinge损失的计算公式如下:
L=max(0,1-y*f(x))      (2)
其中,y表示真实值,f(x)表示预测值,Hinge损失简化了支持向量机的数学运算,同时最大化了损失。
需要说明的是,上述的机器学习模型可以是神经网络模型(例如卷积神经网络、深度卷积神经网络、或者全连接神经网络等)、决策树模型、梯度提升树、多层感知机、以及支持向量机等,本申请实施例对机器学习模型的类型不作具体限定。
本申请实施例提供的虚拟场景的交互处理方法,通过显示计数器按钮,并在接收到针对计数器按钮的触发操作时,显示计数器控件,其中,计数器控件包括每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,如此,用户可以一次性查看虚拟场景中每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数,减少了用户决策需要消耗的时间,加速了互动过程,进而减少了服务器的等待时间和资源消耗。
下面,将说明本申请实施例在一个实际的应用场景中的示例性应用。
在多人对战策略游戏(例如自走棋游戏)中,用户需要同时查看并记住参与同一局游戏的其他用户棋盘内的棋子(对应于上述的虚拟对象)数量和种类信息,期间需要较多的计算和记忆,从而得出每个类型的棋子当前已被使用的数量,这在消耗较多时间的同时,减少了用户在游戏回合内执行其他操作和决策的时间,从而造成时间紧迫的局面,导致用户无法在规定的时间内完成所有的目标操作。
鉴于此,本申请实施例提供一种虚拟场景的交互处理方法,可以为用户提供更加高效的方式查看已经被使用的棋子的数量和种类信息,让用户掌握并推算出现有商店中剩余棋子的情况,为用户决策提供有力参考,如此,能够加快游戏中的互动过程,从而降低服务器的等待时间和资源消耗。
示例的,参见图10,图10是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图10所示,当接收到用户针对商店入口1001的点击操作时,显示商店控件1002,在商店控件1002中显示有棋子计数器按钮1003,当接收到用户针对棋子计数器按钮1003的点击操作时,显示棋子计数器控件1004,在棋子计数器控件1004中显示有该局游戏中每个类型的棋子已经被使用的数量、以及每个类型的棋子能够被使用的总数。
示例的,参见图11,图11是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图11所示,用户可以通过导航栏对棋子星级、种族、职业以及是否已选用等进行筛选,例如当接收到用户针对职业按钮1102的点击操作时,显示职业列表1103,包括全部职业、剑士、枪手、斗士、骑士、游侠和法师。当用户在职业列表1103中选中斗士时,则将在棋子计数器控件1101中更新显示职业为斗士的棋子的数量信息,即在棋子计数器控件1101中显示每个职业为斗士的棋子当前已经被使用的数量和能够被使用的总数。
示例的,参见图12,图12是本申请实施例提供的虚拟场景的交互处理方法的应用场景示意图,如图12所示,当接收到用户针对棋子计数器控件1201中显示的棋子1202的点击操作时,跳转至棋盘界面1203,并在棋盘界面1203中显示棋子1202的详情页面1204,在详情页面1204中显示有棋子1202当前已经被使用的数量、棋子1202能够被使用的总数、以及棋子1202具有的技能等。
示例的,参见图13,图13是本申请实施例提供的虚拟场景的交互处理方法的应用 场景示意图,如图13所示,在棋盘界面1301中显示有多个羁绊按钮(对应于上述的关联按钮),例如包括羁绊按钮1302、羁绊按钮1303、羁绊按钮1304和羁绊按钮1305,当接收到用户针对羁绊按钮1302的点击操作时,显示属于该羁绊的棋子的详情界面1306,在详情界面1306中显示有属于该羁绊的棋子(例如浪人)当前已经被使用的数量、以及该棋子能够被使用的总数等信息。
示例的,参见图14,图14是本申请实施例提供的虚拟场景的交互处理方法的流程示意图,如图14所示,当接收到用户针对商店入口的点击操作时,显示商店控件(例如在棋盘界面中弹出商场界面),当接收到用户针对商店控件中显示的棋子计数器按钮的点击操作时,显示棋子计数器控件(例如在商场界面中弹出棋子计数器弹窗)。当接收到用户针对棋子计数器控件中显示的导航栏的筛选操作时(例如用户点击“筛选”下拉按钮,并点击目标棋子类型信息),客户端根据用户选择的棋子类型筛选出目标棋子,并在棋子计数器弹窗中显示目标棋子的数量信息,当用户没有进行筛选时,则在棋子计数器弹窗中显示所有棋子的数量信息,以供用户进行查看。
本申请实施例提供的虚拟场景的交互处理方法,可以较好地解决多人对战策略游戏(例如自走棋游戏)中用户查看棋子数量和种类信息过于繁琐的问题,棋子计数器机制可以使用户可以快速地查看棋子已经被使用的数量和能够被使用的总数,减少了统计时间,为用户提供决策上的有力参考,提高了虚拟场景中人机交互的有效性,同时也提高了用户的使用体验。
下面继续说明本申请实施例提供的虚拟场景的交互处理装置465的实施为软件模块的示例性结构,在一些实施例中,如图3所示,存储在存储器460的虚拟场景的交互处理装置465中的软件模块可以包括:显示模块4651。
显示模块4651,配置为显示虚拟场景,其中,虚拟场景包括多个账号的标识,每个账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动;显示模块4651,还配置为显示计数器按钮;显示模块4651,还配置为响应于针对计数器按钮的触发操作,显示计数器控件,其中,计数器控件包括每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为显示商店入口;响应于针对商店入口的触发操作,显示商店控件,其中,商店控件包括能够被使用的多个不同类型的虚拟对象,并转入执行显示计数器按钮的操作。
在一些实施例中,显示模块4651,还配置为响应于指标选择操作,在计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为在计数器控件中显示多个等级;响应于等级选择操作,在计数器控件中更新显示与被选中的等级对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为在计数器控件中显示种族按钮;响应于针对种族按钮的触发操作,显示种族列表;响应于针对种族列表的选择操作,在计数器控件中更新显示与被选中的种族对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为在计数器控件中显示职业按钮;响应于针对职业按钮的触发操作,显示职业列表;响应于针对职业列表的选择操作,在计数器控件中更新显示与被选中的职业对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为在每个账号对应的虚拟场景中,执行以 下处理:在计数器控件中显示是否已选用的选择按钮;响应于针对选择按钮的选中操作,在计数器控件中更新显示账号已经选用的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为在计数器控件中显示账号标识按钮;响应于针对账号标识按钮的触发操作,显示标识列表,其中,标识列表包括与多个账号一一对应的多个标识;响应于针对标识列表的选择操作,在计数器控件中更新显示与被选中的标识对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的目标虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为响应于针对计数器控件中显示的任意一个类型的虚拟对象的触发操作,显示任意一个类型的虚拟对象的详情信息;其中,详情信息包括任意一个类型的虚拟对象已经被使用的数量、任意一个类型的虚拟对象能够被使用的总数、以及任意一个类型的虚拟对象的属性信息。
在一些实施例中,显示模块4651,还配置为在每个账号对应的虚拟场景中,执行以下处理:在虚拟场景中显示账号已经使用的每个类型的虚拟对象分别对应的关联按钮;响应于针对至少一个关联按钮中的任意一个关联按钮的触发操作,显示与被触发的关联按钮对应的类型的关联类型的虚拟对象已经被使用的数量、以及关联类型的虚拟对象能够被使用的总数。
在一些实施例中,虚拟场景的交互处理装置465还包括预测模块4652,配置为针对多个账号中的目标账号,执行以下处理:基于虚拟场景的环境信息、目标账号的互动账号使用的虚拟对象的类型和数量、目标账号使用的虚拟对象的位置分布、互动账号使用的虚拟对象的位置分布,调用机器学习模型进行预测处理,得到目标账号应该使用的虚拟对象的类型、以及每个类型的虚拟对象的选用数量,其中,预测处理以目标账号胜过互动账号为目标;显示模块4651,还配置为在计数器控件中显示选用提示信息,其中,选用提示信息包括目标账号应该使用的虚拟对象的类型、以及每个类型的虚拟对象的选用数量。
在一些实施例中,虚拟场景的交互处理装置465还包括训练模块4653,配置为获取样本胜方账号和样本败方账号的互动数据;基于样本虚拟场景的环境、互动数据包括的样本败方账号控制的虚拟对象的类型和数量、样本败方账号控制的虚拟对象的位置分布、样本胜方账号控制的虚拟对象的位置分布,调用初始化的机器学习模型进行预测处理,得到预测结果;确定预测结果与标记数据之间的差异,并基于差异进行反向传播,在反向传播中逐层更新机器学习模型的参数;其中,标记数据包括样本胜方账号控制的虚拟对象的类型和数量。
在一些实施例中,虚拟场景的交互处理装置465还包括确定模块4654,配置为针对多个账号中的目标账号,执行以下处理:响应于针对多个账号的选择操作,将被选中的账号确定为目标账号的互动账号;或者,从多个账号中自动选择出一个账号作为目标账号的互动账号,其中,选择方式包括以下任意一种:随机选择、与目标账号的互动参数差值小于阈值;显示模块4651,还配置为响应于针对计数器按钮的触发操作,显示计数器控件,其中,计数器控件包括互动账号使用的每个类型的虚拟对象已经被使用的数量、以及每个类型的虚拟对象能够被使用的总数。
在一些实施例中,显示模块4651,还配置为针对每次互动,执行以下处理:在互动开始前,在虚拟场景的交互区域中显示计数器按钮;在互动开始时,在虚拟场景的交互区域中隐藏计数器按钮。
需要说明的是,本申请实施例中关于装置的描述,与上文中虚拟场景的交互处理方法的实现是类似的,并具有相似的有益效果,因此不做赘述。对于本申请实施例提供的 虚拟场景的交互处理装置中未尽的技术细节,可以根据图4、图6、或图8任一附图的说明而理解。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令(即可执行指令),该计算机指令存储在计算机可读存储介质中。电子设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该电子设备执行本申请实施例上述的虚拟场景的交互处理方法。
本申请实施例提供一种存储有可执行指令的计算机可读存储介质,其中存储有可执行指令,当可执行指令被处理器执行时,将引起处理器执行本申请实施例提供的方法,例如,如图4、图6、或图8示出的虚拟场景的交互处理方法。
在一些实施例中,计算机可读存储介质可以是FRAM、ROM、PROM、EPROM、EEPROM、闪存、磁表面存储器、光盘、或CD-ROM等存储器;也可以是包括上述存储器之一或任意组合的各种设备。
在一些实施例中,可执行指令可以采用程序、软件、软件模块、脚本或代码的形式,按任意形式的编程语言(包括编译或解释语言,或者声明性或过程性语言)来编写,并且其可按任意形式部署,包括被部署为独立的程序或者被部署为模块、组件、子例程或者适合在计算环境中使用的其它单元。
作为示例,可执行指令可以但不一定对应于文件系统中的文件,可以可被存储在保存其它程序或数据的文件的一部分,例如,存储在超文本标记语言(HTML,Hyper Text Markup Language)文档中的一个或多个脚本中,存储在专用于所讨论的程序的单个文件中,或者,存储在多个协同文件(例如,存储一个或多个模块、子程序或代码部分的文件)中。
作为示例,可执行指令可被部署为在一个电子设备上执行,或者在位于一个地点的多个电子设备上执行,又或者,在分布在多个地点且通过通信网络互连的多个电子设备上执行。
以上所述,仅为本申请的实施例而已,并非用于限定本申请的保护范围。凡在本申请的精神和范围之内所作的任何修改、等同替换和改进等,均包含在本申请的保护范围之内。

Claims (20)

  1. 一种虚拟场景的交互处理方法,由电子设备执行,所述方法包括:
    显示虚拟场景,其中,所述虚拟场景包括多个账号的标识,每个所述账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动;
    显示计数器按钮;
    响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括每个类型的所述虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。
  2. 根据权利要求1所述的方法,其中,在显示计数器按钮之前,所述方法包括:
    显示商店入口;
    响应于针对所述商店入口的触发操作,显示商店控件,其中,所述商店控件包括能够被使用的多个不同类型的虚拟对象,并转入执行所述显示计数器按钮的操作。
  3. 根据权利要求2所述的方法,其中,所述虚拟场景还包括刷新按钮;
    所述方法还包括:
    响应于针对所述刷新按钮的触发操作,在所述商店控件中更新显示其他类型的虚拟对象,其中,所述其他类型的虚拟对象与所述多个不同类型的虚拟对象至少部分不同。
  4. 根据权利要求1所述的方法,其中,
    所述计数器控件还包括针对所述虚拟对象的至少一个筛选指标,其中,所述筛选指标的类型包括:等级、种族、职业、已选用、账号标识;
    所述方法还包括:
    响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  5. 根据权利要求4所述的方法,其中,当所述筛选指标为所述等级时,所述响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数,包括:
    在所述计数器控件中显示多个等级;
    响应于等级选择操作,在所述计数器控件中更新显示与被选中的等级对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  6. 根据权利要求4所述的方法,其中,当所述筛选指标为所述种族时,所述响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数,包括:
    在所述计数器控件中显示种族按钮;
    响应于针对所述种族按钮的触发操作,显示种族列表;
    响应于针对所述种族列表的选择操作,在所述计数器控件中更新显示与被选中的种族对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  7. 根据权利要求4所述的方法,其中,当所述筛选指标为所述职业时,所述响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数,包括:
    在所述计数器控件中显示职业按钮;
    响应于针对所述职业按钮的触发操作,显示职业列表;
    响应于针对所述职业列表的选择操作,在所述计数器控件中更新显示与被选中的职业对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  8. 根据权利要求4所述的方法,其中,当所述筛选指标为所述已选用时,所述响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数,包括:
    在每个所述账号对应的虚拟场景中,执行以下处理:
    在所述计数器控件中显示是否已选用的选择按钮;
    响应于针对所述选择按钮的选中操作,在所述计数器控件中更新显示所述账号已经选用的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  9. 根据权利要求4所述的方法,其中,当所述筛选指标为所述账号标识时,所述响应于指标选择操作,在所述计数器控件中更新显示与被选中的筛选参数对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数,包括:
    在所述计数器控件中显示账号标识按钮;
    响应于针对所述账号标识按钮的触发操作,显示标识列表,其中,所述标识列表包括与所述多个账号一一对应的多个标识;
    响应于针对所述标识列表的选择操作,在所述计数器控件中更新显示与被选中的标识对应的至少一个类型的目标虚拟对象已经被使用的数量、以及每个类型的所述目标虚拟对象能够被使用的总数。
  10. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于针对所述计数器控件中显示的任意一个类型的虚拟对象的触发操作,显示所述任意一个类型的虚拟对象的详情信息;
    其中,所述详情信息包括所述任意一个类型的虚拟对象已经被使用的数量、所述任意一个类型的虚拟对象能够被使用的总数、以及所述任意一个类型的虚拟对象的属性信息。
  11. 根据权利要求1所述的方法,其中,所述方法还包括:
    在每个所述账号对应的虚拟场景中,执行以下处理:
    在所述虚拟场景中显示所述账号已经使用的每个类型的所述虚拟对象分别对应的关联按钮;
    响应于针对至少一个所述关联按钮中的任意一个关联按钮的触发操作,显示与被触发的关联按钮对应的类型的关联类型的虚拟对象已经被使用的数量、以及所述关联类型的虚拟对象能够被使用的总数。
  12. 根据权利要求1所述的方法,其中,所述方法还包括:
    针对所述多个账号中的目标账号,执行以下处理:
    基于所述虚拟场景的环境信息、所述目标账号的互动账号控制的虚拟对象的类型和数量、所述目标账号控制的虚拟对象的位置分布、所述互动账号控制的虚拟对象的位置分布,调用机器学习模型进行预测处理,得到所述目标账号应该控制的虚拟对象的类型、以及每个所述类型的虚拟对象的选用数量,其中,所述预测处理以所述目标账号胜过所述互动账号为目标;
    在所述计数器控件中显示选用提示信息,其中,所述选用提示信息包括所述目标账号应该控制的虚拟对象的类型、以及每个所述类型的虚拟对象的选用数量。
  13. 根据权利要求12所述的方法,其中,在调用机器学习模型进行预测处理之前,所述方法还包括:
    获取样本胜方账号和样本败方账号的互动数据;
    基于样本虚拟场景的环境、所述互动数据包括的所述样本败方账号控制的虚拟对象的类型和数量、所述样本败方账号控制的虚拟对象的位置分布、所述样本胜方账号控制的虚拟对象的位置分布,调用初始化的所述机器学习模型进行预测处理,得到预测结果;
    确定所述预测结果与标记数据之间的差异,并基于所述差异进行反向传播,在所述反向传播的过程中逐层更新所述机器学习模型的参数;
    其中,所述标记数据包括所述样本胜方账号控制的虚拟对象的类型和数量。
  14. 根据权利要求1所述的方法,其中,所述方法还包括:
    针对所述多个账号中的目标账号,执行以下处理:
    响应于针对所述多个账号的选择操作,将被选中的账号确定为所述目标账号的互动账号;或者,
    从所述多个账号中自动选择出一个账号作为所述目标账号的互动账号,其中,所述选择方式包括以下任意一种:随机选择、与所述目标账号的互动参数差值小于阈值;
    所述响应于针对所述计数器按钮的触发操作,显示计数器控件,包括:
    响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括所述互动账号使用的每个类型的虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。
  15. 根据权利要求1所述的方法,其中,所述显示计数器按钮,包括:
    针对每次所述互动,执行以下处理:
    在所述互动开始前,在所述虚拟场景的交互区域中显示所述计数器按钮;
    在所述互动开始时,在所述虚拟场景的交互区域中隐藏所述计数器按钮。
  16. 根据权利要求1所述的方法,其中,每个所述账号能够控制的虚拟对象的数量与账号等级正相关;
    所述方法还包括:
    在每个所述账号对应的虚拟场景中,执行以下处理:
    显示经验购买按钮;
    响应于针对所述经验购买按钮的触发操作,在成功扣除所述账号具有的虚拟资源之后,提升所述账号的账号等级。
  17. 一种虚拟场景的交互处理装置,所述装置包括:
    显示模块,配置为显示虚拟场景,其中,所述虚拟场景包括多个账号的标识,每个所述账号能够控制至少一个虚拟对象与其他账号控制的至少一个虚拟对象进行互动;
    所述显示模块,还配置为显示计数器按钮;
    所述显示模块,还配置为响应于针对所述计数器按钮的触发操作,显示计数器控件,其中,所述计数器控件包括每个类型的所述虚拟对象已经被使用的数量、以及每个类型的所述虚拟对象能够被使用的总数。
  18. 一种电子设备,所述电子设备包括:
    存储器,用于存储可执行指令;
    处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至16任一项所述的虚拟场景的交互处理方法。
  19. 一种计算机可读存储介质,存储有可执行指令,用于被处理器执行时,实现权利要求1至16任一项所述的虚拟场景的交互处理方法。
  20. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现权利要求1至16任一项所述的虚拟场景的交互处理方法。
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