WO2024051398A1 - 虚拟场景的互动处理方法、装置、电子设备及存储介质 - Google Patents
虚拟场景的互动处理方法、装置、电子设备及存储介质 Download PDFInfo
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/533—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present application relates to the field of computer human-computer interaction technology, and in particular to an interactive processing method, device, electronic equipment and storage medium for virtual scenes.
- the human-computer interaction technology of virtual scenes based on graphics processing hardware can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application requirements, and has broad practical value.
- virtual scenes such as games
- the real battle process between virtual objects can be simulated.
- Embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can accurately recommend information in the virtual scene, thereby enriching the interactive methods of the virtual scene, and thereby improving the User experience.
- Embodiments of the present application provide a method for interactive processing of virtual scenes, which is executed by an electronic device.
- the method includes:
- the first prompt information In response to the first camp traveling to the first location and the distance between the first location and the first area in the virtual scene being less than a distance threshold, displaying the first prompt information of the first area, wherein , the first prompt information represents that a first interaction event between the multiple camps has occurred in the first area.
- 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 in a human-computer interaction interface, wherein the virtual scene includes a plurality of camps, and each of the camps includes at least one virtual object;
- the display module is further configured to display the first camp traveling in the virtual scene in response to a travel control operation for the first camp;
- the display module is further configured to display the first camp in response to the first camp traveling to a first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold.
- An embodiment of the present application provides an electronic device, including:
- Memory used to store executable instructions
- the processor is configured to implement the interactive processing method of the virtual scene provided by the embodiment of the present application when executing the executable instructions stored in the memory.
- Embodiments of the present application provide a computer-readable storage medium that stores computer-executable instructions for implementing the interactive processing method of a virtual scene provided by embodiments of the present application when executed by a processor.
- Embodiments of the present application provide a computer program product, which includes a computer program or computer executable instructions, used to implement the interactive processing method of a virtual scene provided by embodiments of the present application when executed by a processor.
- the first camp moves to a location near an area (for example, the first area) where an interaction event has occurred in the virtual scene
- a location near an area for example, the first area
- the user can View interactive events that have occurred in the virtual scene in a timely manner.
- prompt information of interactive events bound to the area it also enriches the interactive methods of the virtual scene.
- Figure 1A is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided by the embodiment of the present application;
- Figure 1B is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided by the embodiment of the present application;
- Figure 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application.
- Figure 3 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application
- FIGS. 4A to 4D are schematic diagrams of application scenarios of the interactive processing method for virtual scenes provided by embodiments of the present application.
- FIGS 5A and 5B are schematic flow charts of the interactive processing method for virtual scenes provided by embodiments of the present application.
- Figures 6A and 6B are schematic flow charts of the interactive processing method for virtual scenes provided by embodiments of the present application.
- Figure 7 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application.
- Figure 8 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application.
- Figure 9 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application.
- first ⁇ second ⁇ involved are only used to distinguish similar objects and do not represent a specific ordering of objects. It is understandable that "first ⁇ second ⁇ ..”.” The specific order or sequence may be interchanged where permitted, so that the embodiments of the application described herein can be implemented in an order other than that illustrated or described herein.
- Virtual scene It is the scene displayed (or provided) when the application is running on the terminal device.
- the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious 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.
- the embodiments of this application do not limit the dimensions of the virtual scene.
- the virtual scene can include the sky, land, ocean, etc.
- the land can include environmental elements such as deserts and cities, and the user can 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., such as a character, 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. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
- Client Application programs running in terminal devices to provide various services, such as video playback clients, game clients, etc.
- Scene data represents the characteristic data of the virtual scene, for example, it can be the area of the construction area in the virtual scene, the architectural style of the virtual scene currently located, etc.; it can also include the location of the virtual building in the virtual scene, and the virtual building of floor space, etc.
- Embodiments of the present application provide an interactive processing method, device, electronic device, computer-readable storage medium, and computer program product for a virtual scene, which can accurately recommend information in the virtual scene, thereby enriching the interactive methods of the virtual scene, and thereby improving the User experience.
- an exemplary implementation scenario of the interactive processing method of the virtual scene provided by the embodiment of the present application is first described.
- the virtual scene in the system 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 be an environment for virtual objects (such as game characters) to interact.
- virtual objects such as game characters
- it can be a place for game characters to compete in the virtual scene.
- two parties can interact in the virtual scene. , thus enabling users to relieve life stress during the game.
- Figure 1A is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided by the embodiment of the present application. It is suitable for some virtual scenes that completely rely on the computing power of the graphics processing hardware of the terminal device 400.
- 100 related data calculation application modes such as stand-alone/offline mode games, complete the output of virtual scenes through various different types of terminal devices 400 such as smartphones, tablets, and virtual reality/augmented reality devices.
- graphics processing hardware examples include central processing units (CPU, Central Processing Unit) and graphics processing units (GPU, Graphics Processing Unit).
- CPU central processing units
- GPU Graphics Processing Unit
- the terminal device 400 calculates the data required for display through the graphics computing hardware, completes the loading, parsing and rendering of the display data, and outputs video frames capable of forming the visual perception of the virtual scene through the graphics output hardware. , for example, presenting two-dimensional video frames on the display screen of a smartphone, or projecting video frames to achieve a three-dimensional display effect on the lenses of augmented reality/virtual reality glasses; in addition, in order to enrich the sensory effects
- the terminal device 400 can also use different hardware to form one or more of auditory perception, tactile perception, motion perception and taste perception.
- the terminal device 400 runs a client 410 (for example, a stand-alone version of a game application).
- client 410 for example, a stand-alone version of a game application.
- the virtual scene may be an environment for game characters to interact, for example It can be plains, streets, valleys, etc. for game characters to fight; taking the virtual scene 100 displayed from a third-person perspective as an example, the first camp 101 is displayed in the virtual scene 100, and the first camp 101 includes many
- Each virtual object is controlled by the current user and will move in the virtual scene 100 in response to the current user's operations on the controller (such as a touch screen, voice-activated switches, keyboard, mouse, joystick, etc.). For example, when the user moves toward When you move the joystick right, multiple virtual objects included in the first camp 101 will move to the right in the virtual scene 100. You can also stay still, jump, and control multiple virtual objects included in the first camp 101 to perform shooting operations. wait.
- the client 410 displays a plurality of virtual objects included in the first camp 101 traveling in the virtual scene 100; and then the client 410 responds to the first camp 101 Travel to the first position where the distance between the first area 102 in the virtual scene 100 is less than the distance threshold, and display the first prompt information 103 of the first area (that is, when the client 410 detects that the first camp 101 and the first area When the distance between 102 is less than the distance threshold, the first prompt message 103) is displayed in the human-computer interaction interface, such as "You have a memory here". In this way, the interaction method of the virtual scene is enriched and the user's gaming experience is improved. .
- Figure 1B is a schematic diagram of the application mode of the interactive processing method for virtual scenes provided by the embodiment of the present application. It is applied to the terminal device 400 and the server 200 and is suitable for completion that relies on the computing power of the server 200.
- the virtual scene calculates and outputs the application mode of the virtual scene on the terminal device 400 .
- the server 200 calculates the virtual scene-related display data (such as scene data) and sends it to the terminal device 400 through the network 300.
- the terminal device 400 relies on the graphics computing hardware to complete the loading of the calculation display data. , parsing and rendering, relying on 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 a three-dimensional display effect.
- video frames for the perception of the form of the virtual scene, it can be understood that corresponding hardware output of the terminal device 400 can be used, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
- the terminal device 400 runs a client 410 (for example, a network version of a game application), and interacts with other users by connecting to the server 200 (for example, a game server).
- the terminal device 400 outputs the virtual scene 100 of the client 410 to
- the virtual scene 100 is displayed from a third-person perspective.
- the first camp 101 is displayed in the virtual scene 100.
- the multiple virtual objects included in the first camp 101 are controlled by the current user and will respond to the current user's actions on the controller. (such as touch screen, voice-activated switch, keyboard, mouse and joystick, etc.) to move in the virtual scene 100.
- the user moves the joystick to the right
- multiple virtual objects included in the first camp 101 will move in the virtual scene 100.
- the client 410 displays a plurality of virtual objects included in the first camp 101 traveling in the virtual scene 100; and then the client 410 responds to the first camp 101 Travel to the first position where the distance between the first area 102 in the virtual scene 100 is less than the distance threshold, and display the first prompt information 103 of the first area (that is, when the client 410 detects that the first camp 101 and the first area When the distance between 102 is less than the distance threshold, the first prompt message 103) is displayed in the human-computer interaction interface, such as "You have a memory here". In this way, the interaction method of the virtual scene is enriched and the user's gaming experience is improved. .
- the terminal device 400 can also implement the interactive processing method of the virtual scene provided by the embodiments of the present application by running a computer program.
- the computer program can be a native program or software module in the operating system; it can be a local ( Native) application (APP, APplication), that is, a program that needs to be installed in the operating system to run, such as a strategy game APP (ie, the above-mentioned client 410); it can also be a small program, that is, It can be a program that only needs to be downloaded to the browser environment to run; it can also be a game applet that can be embedded into any APP.
- the computer program described above can be any form of application, module or plug-in.
- the terminal device 400 installs and runs an application program that supports virtual scenes.
- the application can be a first-person shooting game (FPS, First-Person Shooting game), a third-person shooting game, a virtual reality application, a three-dimensional map program, a strategy (SLG, Simulation Game) game or a multiplayer gunfight survival game. any kind.
- the user uses the terminal device 400 to operate virtual objects located in the virtual scene to perform activities, which activities include but are 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 animation character.
- Cloud Technology refers to the unification of a series of resources such as hardware, software, and networks within a wide area network or a local area network to realize data calculation and storage.
- Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form a resource pool and use it on demand, which is flexible and convenient. Cloud computing technology will become an important support. The background services of technical network systems require a large amount of computing and storage resources.
- the server 200 in Figure 1B can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or it can provide cloud services, cloud databases, cloud computing, cloud functions, and cloud storage. , network services, cloud communications, middleware services, domain name services, security services, content delivery 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 smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a vehicle-mounted terminal, etc., but is not limited thereto.
- the terminal device 400 and the server 200 can be connected directly or indirectly through wired or wireless communication methods, which are not limited in the embodiments of this application.
- FIG. 2 is a schematic structural diagram of an electronic device 500 provided by an embodiment of the present application.
- the electronic device 500 shown in Figure 2 includes: at least one processor 510, a memory 550, at least one Network interface 520 and user interface 530.
- the various components in electronic device 500 are coupled together by bus system 540 .
- bus system 540 is used to implement connection communication between these components.
- the bus system 540 also includes a power bus, a control bus and a status signal bus.
- the various buses are labeled bus system 540 in FIG. 2 .
- the processor 510 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware Components, etc., wherein the general processor can be a microprocessor or any conventional processor, etc.
- DSP Digital Signal Processor
- User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and/or one or more visual displays.
- User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, and other input buttons and controls.
- Memory 550 may be removable, non-removable, or a combination thereof.
- Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, etc.
- Memory 550 optionally includes one or more storage devices physically located remotely from processor 510 .
- Memory 550 includes volatile memory or non-volatile memory, and may include both volatile and non-volatile memory.
- the non-volatile memory may be a read-only memory (ROM, Read Only Memory), and the volatile memory may be a random-access memory (RAM, Random Access Memory).
- ROM read-only memory
- RAM random-access memory
- the memory 550 described in the embodiments of this application is intended to include any suitable type of memory.
- the memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof, as exemplarily described below.
- the operating system 551 includes system programs used to process various basic system services and perform hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., which are used to implement various basic services and process hardware-based tasks;
- Network communications module 552 for reaching other computing devices via one or more (wired or wireless) network interfaces 520
- example network interfaces 520 include: Bluetooth, Wireless Compliance Certified (WiFi), and Universal Serial Bus ( USB, Universal Serial Bus), etc.;
- Presentation module 553 for enabling the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., display screens, speakers, etc.) associated with user interface 530 );
- information e.g., a user interface for operating peripheral devices and displaying content and information
- output devices 531 e.g., display screens, speakers, etc.
- An input processing module 554 for detecting one or more user inputs or interactions from one or more input devices 532 and translating the detected inputs or interactions.
- the device provided by the embodiment of the present application can be implemented in the form of software.
- Figure 2 shows the interactive processing device 555 of the virtual scene stored in the memory 550, which can be software in the form of programs, plug-ins, etc., including The following software modules: display module 5551, stop module 5552, determine module 5553, sort module 5554, shield module 5555, match module 5556, transfer module 5557 and query module 5558, these modules are logical and therefore based on the functions implemented Any combination or further split is possible. It should be pointed out that in Figure 2, all the above modules are shown at one time for the convenience of expression, but it should not be regarded as excluding the implementation of the interactive processing device 555 in the virtual scene that may only include the display module 5551, which will be explained below. functions of each module.
- Figure 3 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in Figure 3.
- the method shown in Figure 3 can be executed by various forms of computer programs running on the terminal device, and is not limited to the client.
- it can also be the operating system, software module, script and applet mentioned above. Programs, etc., therefore, the example of the client in the following should not be regarded as limiting the embodiments of the present application.
- the terminal device and the client running on the terminal device in the following.
- step 301 the virtual scene is displayed in the human-computer interaction interface.
- the virtual scene may include multiple camps, wherein each camp may include at least one virtual object.
- a client that supports virtual scenes (such as a strategy game APP) is installed on the terminal device.
- the client installed on the terminal device (such as receiving the user's response to the user's request presented on the user interface of the terminal device) Click operation of the icon corresponding to the strategy game APP), and when the terminal device runs the client, the virtual scene can be displayed in the human-computer interaction interface of the client, where the virtual scene can include multiple camps, for example, 4 camps, They are camp 1, camp 2, camp 3 and camp 4 respectively, and each camp may include at least one virtual object.
- camp 1 includes virtual object A and virtual object B
- camp 2 includes virtual object C
- camp 3 includes virtual object D.
- virtual object E, camp 4 includes virtual object F and virtual object G.
- the client's human-computer interaction interface may display the virtual scene from a first-person perspective (for example, using the user's own perspective to play a virtual object in the game); it may also display the virtual scene from a third-person perspective.
- the virtual scene can also be displayed from a bird's-eye view; wherein the above different perspectives can be switched arbitrarily.
- At least one virtual object (such as virtual object A and virtual object B) included in the first camp may It is a virtual object controlled by the current user in the game.
- the virtual scene can also include virtual objects included in other factions, such as virtual objects that can be controlled by other users or controlled by robot programs.
- Virtual objects can be divided into any one of multiple camps, and the camps can be hostile or cooperative.
- the camps in the virtual scene can include one or all of the above relationships.
- displaying the virtual scene in the human-computer interaction interface may include: based on the viewing position and field of view angle of at least one virtual object (for example, virtual object A) included in the first camp in the complete virtual scene. , determine the field of view area of the first camp, and present the partial virtual scene located in the field of view area of the complete virtual scene, that is, the displayed virtual scene may be a partial virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing perspective for users, it can achieve an immersive and immersive perception for users during the operation.
- virtual object A virtual object A
- displaying the virtual scene in the human-computer interaction interface may include: in response to a zoom operation for the panoramic virtual scene, presenting a part of the virtual scene corresponding to the zoom operation in the human-computer interaction interface, that is, the displayed
- the virtual scene may be a partial virtual scene relative to the panoramic virtual scene.
- step 302 in response to a traveling control operation for the first camp, the first camp is displayed traveling in the virtual scene.
- the player can log in to the human-computer interaction interface through a registered account (i.e., the first account) to control at least one virtual object included in the first camp (e.g., camp A).
- a registered account i.e., the first account
- the client receives a player-triggered movement control operation for camp A, it can display at least one virtual object included in camp A traveling in the virtual scene.
- the player can first select a game character belonging to camp A in the game. Then, a control instruction is issued to the selected game character to move in a certain direction. At this time, the game characters included in camp A will move in the direction specified by the control instruction.
- step 303 in response to the first camp traveling to the first position and the distance between the first position and the first area in the virtual scene being less than a distance threshold, the first prompt information of the first area is displayed.
- the first prompt information represents that a first interaction event between multiple camps has occurred in the first area, such as a battle event between the first camp and the second camp that occurred in multiple camps.
- the distance threshold (referring to the length of the two-dimensional or three-dimensional straight line spanned in the map of the virtual scene) can be preset by the planner, where the distance threshold can be set to 0, that is, when the distance threshold is set When it is 0, when the player controls the first camp to move to the boundary of the first area, the first prompt information of the first area will be displayed in the human-computer interaction interface.
- the distance threshold can also be set to any integer greater than 0. For example, when the distance threshold is set to 5, when the client detects that the distance between the first camp and the first area is less than or equal to 5, it will Display the first prompt information of the first area in the human-computer interaction interface.
- first interactive event in the embodiment of the present application is a collective name for the interactive events that have occurred in the first area, that is, the interactive events that have occurred in the first area of the virtual scene are collectively referred to as first interactive events.
- first interactive events rather than specifically referring to a certain interaction event that occurs in the virtual scene, for example, assuming that interaction event 1 and interaction event 2 have occurred in the first area, both interaction event 1 and interaction event 2 are called first interaction events.
- the type of the first interactive event may include at least one of the following: interactive events in which the first account participates (such as historical battle events, historical collaboration events, etc. that the player himself participates in), social relationships with the first account Interactive events participated by the second account (such as historical battle events participated by the player's friends or other players that are followed), interactive events in which the popularity of any account reaches (that is, is greater than or equal to) the popularity threshold (for example, the duration in the game is greater than or equal to Historical combat events with a duration threshold, or historical combat events with the number of participating camps greater than or equal to the quantity threshold, or historical combat events with the number of participating virtual objects greater than or equal to the quantity threshold).
- the popularity threshold for example, the duration in the game is greater than or equal to Historical combat events with a duration threshold, or historical combat events with the number of participating camps greater than or equal to the quantity threshold, or historical combat events with the number of participating virtual objects greater than or equal to the quantity threshold.
- the first prompt information may be information carried in an information display control, where the information
- the information display control may include a details portal and a closing portal
- the terminal device may also perform the following processing: in response to the triggering operation for the details portal, display detailed information of the first interaction event, such as a video or picture used to introduce the first interaction event , text and other information; in response to the trigger operation for closing the entrance, stop displaying the first prompt information, for example, directly cancel the display of the information display control.
- Figure 4A is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application.
- the first prompt information 403 of the first area can be displayed in the virtual scene 400, such as "You have a memory here", where the first prompt information 403 is carried in the information display control 404 , the information display control 404 includes a details entrance 405 (such as a "click to view” button) and a close entrance 406 (such as an " ⁇ " button); when the client receives the user's click operation on the details entrance 405, it can be displayed in the virtual scene 400
- a pop-up window 407 is displayed in the pop-up window 407, and a video 408 for introducing the combat events that have occurred in the first area 402 is displayed in the pop-up window 407.
- the user can learn about the history that has occurred in the first area 402 through the video
- the first prompt information may be displayed in the virtual scene (for example, the first prompt information of the first area is displayed in the first area, or the first prompt information of the first area is suspended in the virtual scene)
- it can also be displayed in a split-screen manner.
- the first prompt information of the first area can be displayed in the first window of the human-computer interaction interface, where the first window and the third window used to prompt the virtual scene screen can be displayed.
- the two windows are different windows.
- the human-computer interaction interface can be divided into two windows in advance, where the first window is used to display the virtual scene, and the second window is used to display the first prompt information of the first area and the detailed information of the first interaction event , in this way, interference to the user's current game screen can be avoided to the greatest extent; when the size of the display screen is less than or equal to the size threshold, the human-computer interaction interface can not be divided, and the first area of the first area can be directly displayed in the virtual scene.
- First prompt information the embodiment of the present application does not specifically limit the display method of the first prompt information.
- the first prompt information may be displayed only in a specific time period, and the terminal device may implement the above-mentioned step 303 in the following manner: in response to the first camp traveling to the first location, and the first location is consistent with the virtual scene The distance between the first areas in is less than the distance threshold, and the first prompt information of the first area is displayed in at least one of the following time periods: the first time period from traveling from the first location to reaching the boundary of the first area; in the first time period; The second time period of staying in one area; the third time period of leaving the first area and traveling to the second location.
- the prompt information of area 1 may be displayed during the first time period when the player controls camp A to travel from the first position to the boundary of area 1. (That is, the prompt information of area 1 is displayed during the first period of time when the player-controlled camp A approaches the boundary of area 1 from the first position); of course, the prompt information of area 1 can also be displayed when the player-controlled camp A stays in area 1.
- the prompt information of area 1 is displayed during the second time period when player-controlled camp A stays in area 1; in addition, the prompt information of area 1 can also be displayed when player-controlled camp A leaves area 1 and continue to travel to the second location (the distance between the second location and area A is less than the distance threshold) shown in the third time period (that is, the third time when the player controls camp A to leave area 1 and travel to the second location)
- the prompt information of area 1 is displayed during the time period). In this way, it is possible to prevent the prompt information from being displayed for a long time and causing interference to the player's normal game process.
- duration of the first time period and the third time period may be the same, for example, both are 10 seconds, that is, the first prompt information of the first area is displayed within 10 seconds before and after reaching the first area; or, The lengths of the traveling routes in the first time period and the third time period are the same, for example, 20 meters.
- the first prompt information may also be in the human-computer interaction interface after the first camp moves to the first position. displayed in the interface until the first area is not displayed in the human-computer interaction interface.
- the prompt information of area 1 can always be displayed in the human-computer interaction interface.
- the embodiment of the present application does not specifically limit the display time period of the first prompt information.
- only the prompt information corresponding to one area can be displayed in the human-computer interaction interface at the same time.
- the terminal device displays the first prompt information of the first area, it can also perform the following processing: in response to the first The detailed information of the interactive event has not been viewed, and the prompt information of the next area located in the first area is switched according to the area sorting method; in response to the detailed information of the first interactive event being viewed, and the display duration of the detailed information of the first interactive event When the display duration threshold is reached (for example, 20 seconds), the prompt information of the next area located in the first area is switched to be displayed according to the area sorting method.
- the first prompt information may be carried in an information display control, where the information display control may include a details entry (for example, the "Click to View” button shown in Figure 4A) and a closing entry (for example, the "Click to View” button shown in Figure 4A).
- the information display control may include a details entry (for example, the "Click to View” button shown in Figure 4A) and a closing entry (for example, the "Click to View” button shown in Figure 4A).
- the area sorting method for example, switch to display the prompt information of the second area closest to the first area
- the display duration of the detailed information of the first interactive event reaches the display duration threshold, or a closing operation for the detailed information of the first interactive event is received, and the display is switched according to the regional sorting method.
- the prompt information of the next area located in the first area (for example, switching to display the prompt information of the third area with the greatest similarity to the first area), thus improving the user's efficiency in viewing other areas in the virtual scene, thereby improving the user's efficiency in viewing other areas in the virtual scene. Improves the user's gaming experience.
- the area (or hot area) in the embodiment of this application refers to the area in the virtual scene where interactive events have occurred
- the above-mentioned area sorting method may include: between multiple areas and the first camp The order of distance from small to large (that is, priority is given to switching to display the prompt information of the area with a small distance from the first camp). For example, suppose there are three areas to be displayed, namely area 2, area 3 and area 4, where, The distance between area 3 and the first camp is the shortest, area 2 is the second, and the distance between area 4 and the first camp is the farthest. The switching display order of these three areas is: area 3, area 2, area 4.
- the prompt information of area 3 can be switched and displayed first; the corresponding scores of multiple areas are in descending order (that is, the prompt information of the area with a high score is switched and displayed first.
- the score of area 2 is 80
- the score of area 3 is 70
- the score of area 4 is 90. Then these three areas
- the switching display sequence is: area 4, area 2, area 3.
- the prompt information of area 4 can be switched first), where the prompt information of each area
- the score may be determined by at least one of the following information about the area: whether the first camp has ever arrived in the area, the similarity between the characteristics of interactive events that have occurred in the area and the characteristics of the first account (for example, area The similarity between the interactive events that occur in the area and the player's interests, that is, determining whether the player is interested in the interactive events that occur in the area), the scale of interactive events that have occurred in the area, such as the duration of the event, participation The number of camps, or the number of participating virtual objects, etc.; wherein, the first account is used to log in in the human-computer interaction interface to control at least one virtual object included in the first camp.
- prompt information corresponding to multiple areas can also be displayed in the human-computer interaction interface at the same time.
- the terminal device can also perform the following processing: display Prompt information corresponding to multiple areas located on at least one side of the first camp's marching route; or, display prompt information corresponding to multiple areas within the first camp's field of view.
- the field of view may include: The visual field range of any virtual object, or the total visual field range obtained by combining the visual field ranges of multiple virtual objects included in the first camp.
- FIG. 4B is a schematic diagram of an application scenario of the interactive processing method for virtual scenes provided by an embodiment of the present application.
- the user controls multiple virtual objects included in the first camp 401 to travel to the third distance.
- an area 402 is smaller than the first position of the distance threshold, in addition to displaying the first prompt information 403 of the first area in the virtual scene 400, the first position within the field of view of the first camp 401 can also be displayed in the virtual scene 400.
- Prompt information for other areas such as second prompt information 409 for the second area. In this way, by displaying prompt information corresponding to multiple areas at once, the user's efficiency in viewing areas in the virtual scene can be effectively improved.
- the prominence of the prompt information in different areas may be different. For example, the closer the area is to the first camp, the more prominent the prompt information is displayed. , for example, the size of the information display control used to carry prompt information is larger, so that it is easier for users to view.
- the score of a region can be calculated using explicit rules.
- the terminal device can also perform the following processing: Determine the scores of multiple areas, sort them in descending order according to the scores of multiple areas, and obtain the descending sorting results; display the prompt information corresponding to the first number (for example, 3) areas starting from the first place in the descending sorting results to replace Prompt information corresponding to multiple areas is displayed, where the first number is less than the total number of multiple areas; where the score of each area is determined in the following way: whether the first camp has ever reached the area (for example, assuming If the first camp has ever arrived in this area, the corresponding quantified value can be 1.
- the corresponding quantified value can be 0). Characteristics of interaction events that have occurred in this area (for example, the type of interaction event, including battles or collaborations between different camps) and the characteristics of the first account (for example, the label of the first account) (for example, the similarity can be normalized to between 0 and 1 interval between, determine the normalized similarity as the corresponding quantified value. For example, assuming the similarity is 80%, the corresponding quantified value is 0.8), and the number of interaction events that have occurred in the area.
- the scale is quantified (when the scale is characterized by the duration of the interaction event, the result of dividing the duration and the set duration can be determined as the corresponding quantified value.
- the corresponding quantitative value is 0.8; of course, when the scale is represented by the number of participating camps, the corresponding quantitative value can be determined by dividing the number of participating camps by the set number of camps. For example, assuming that the number of participating camps is 4 and the number of camps set is 5, the corresponding quantitative value is 0.8; similarly, when the scale is represented by the number of participating virtual objects, the number of participating virtual objects can be compared with The division result of the set number of objects is determined as the corresponding quantized value. For example, assuming that the number of participating virtual objects is 8 and the set number of objects is 10, the corresponding quantized value is 0.8), corresponding to multiple quantized values.
- the first account is used to log in at the human-computer interaction interface to control at least one virtual object included in the first camp; a weighted summation process is performed on multiple quantified values, and the obtained weighted summation result is determined as the region. Score, in this way, can avoid displaying too many prompt messages corresponding to areas in the virtual scene, causing interference to the user's normal game process.
- the weights of different quantized values may be the same, for example, both are 0.6; of course, the weights corresponding to different quantized values may also be different, for example, they may be The planner configures the weight of each quantified value separately, and the embodiment of this application does not specifically limit this.
- the process of quantifying the scale of interactive events that have occurred in a certain area in addition to the above-mentioned individual duration, the number of participating camps, and the number of participating virtual objects, the comprehensive duration, The number of participating camps and the number of participating virtual objects are used to determine the corresponding quantitative value.
- the application examples do not specifically limit this.
- the score of a region can also be determined through artificial intelligence. Then when the number of multiple regions is greater than the quantity threshold (for example, 5), the terminal device can also perform the following processing: determine multiple regions scores, and sort in descending order according to the scores of multiple areas to obtain the descending order results; display the prompt information corresponding to the first number (for example, 3) areas starting from the first place in the descending order results, instead of displaying multiple areas Respectively corresponding prompt information, wherein the first number is less than the total number of multiple areas; wherein the score of each area is determined in the following manner: based on the information of the area (such as whether the first camp has reached the area before, in The scale of the interactive events that have occurred in the area, the similarity between the characteristics of the interactive events that occurred in the area and the characteristics of the first account) call the machine learning model for prediction processing, and obtain the score of the area, where, The machine learning model is trained based on multiple sample areas.
- the information of the area such as whether the first camp has reached the area before, in The scale of
- the initial scores of the multiple sample areas are calculated using rules, and for the subsequently viewed sample areas in the multiple sample areas, the score of the viewed sample area is increased. (For example, assuming that the initial score of a certain sample area is 1.2, and the sample area is subsequently viewed, indicating that the user is interested in the interactive events that have occurred in the sample area, the score of the sample area can be increased to 1.4). For sample areas that have not been viewed subsequently among multiple sample areas, reduce the score of the unviewed sample area (for example, assuming that the initial score of a certain sample area is 1.5, and the sample area has not been viewed subsequently, it means that the user is not interested in the sample area. If you are not interested in the interaction events that have occurred in the area, you can reduce the score of the sample area to 1.3), and use multiple sample areas with updated scores as new sample areas to iteratively train the machine learning model.
- the above-mentioned machine learning model can be trained by the server.
- the server can train the machine learning model based on multiple sample areas and send the trained machine learning model to the terminal device.
- the type of machine learning model can be a neural network model (such as a convolutional neural network model, a deep convolutional neural network model, or a fully connected neural network model, etc.), a decision tree model, a gradient boosting tree model, a multi-layer perceptron, and support vector machines, etc.
- the embodiments of this application do not specifically limit the type of machine learning model.
- Embodiments of the present application can use various types of loss functions to train machine learning models, including, for example, regression loss functions, binary loss functions, hinge losses, multi-class loss functions, and multi-class cross-entropy losses, etc. .
- the multi-class cross entropy loss is a generalization of the binary cross entropy loss.
- the loss for the input vector Xi and the corresponding one-hot encoded target vector Yi is:
- p ij represents the probability that the i-th input vector corresponds to 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 (for example, including 1 and 0, where 1 represents victory and 0 represents failure).
- y represents the true value
- f(x) represents the predicted value
- Hinge loss simplifies the mathematical operations of the support vector machine while maximizing the loss.
- the terminal device may also perform the following processing: display detailed entries corresponding to different types of first interaction events in the first prompt information. ; In response to the triggering operation of the details entry corresponding to the first interaction event of any type, display the detailed information of the first interaction event of any type.
- the detailed entry corresponding to combat event 1 and collaboration event 2 can be displayed in the first prompt information, for example, two detail entries are displayed, where detail entry 1 is the detail entry corresponding to combat event 1, and detail entry 2 is The details entry corresponding to collaboration event 2; when receiving the user's trigger operation for the details entry corresponding to combat event 1 (i.e., receiving When receiving a click operation for the details entry 1), the detailed information of the combat event 1 can be displayed in the human-computer interaction interface, for example, a video used to introduce the combat event 1 is displayed.
- the terminal device when different types of first interaction events have occurred in the first area, can also perform the following processing: in response to the triggering operation for the first prompt information, display the different types of first interaction events.
- Detailed portals corresponding to the events for example, when receiving a click operation for the first prompt information, a pop-up window can be displayed in the virtual scene, and detailed portals corresponding to different types of first interaction events can be displayed in the pop-up window;
- the detailed information of the first interaction event of any type is displayed.
- Event 2 when the terminal device receives the trigger operation for the first prompt information, it can display a pop-up window in the human-computer interaction interface, and display the details entry 1 corresponding to the combat event 1 and the collaboration event 2 in the pop-up window.
- the corresponding details entry 2 then assuming that the user's click operation on the details entry 2 displayed in the pop-up window is received, the detailed information used to introduce the collaboration event 2 can be displayed in the human-computer interaction interface, for example, used to introduce the collaboration event 2 graphic information.
- FIG. 4C is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application.
- the user controls the first camp 401 to move to a distance from the third camp in the virtual scene 400
- the first prompt information 403 of the first area can be displayed in the virtual scene 400, and then the client responds to the user's response to the first prompt information 403.
- the terminal device when displaying the first prompt information of the first area, may also perform the following processing: in response to the number of first interaction events that have occurred in the first area being less than a quantity threshold (for example, 3 events) , and the first camp is not currently interacting with other camps (for example, any camp among multiple camps except the first camp), the detailed information of the first interaction event is displayed instead of displaying the first prompt information, where, details
- the information is used to introduce the first interactive event (for example, a video used to introduce the first interactive event); in response to a closing operation for the detailed information of the first interactive event, or the display duration of the detailed information of the first interactive event reaches the display duration threshold (for example, 10 seconds), stop displaying the detailed information of the first interaction event.
- Figure 4D is a schematic diagram of an application scenario of the interactive processing method for a virtual scene provided by an embodiment of the present application.
- the area 402 is smaller than the first position of the distance threshold, and the number of first interaction events that have occurred in the first area 402 is less than the quantity threshold, and the first camp 401 is not currently interacting with other camps (for example, the client detects the first The distance between camp 401 and first area 402 is less than the distance threshold, and only one interaction event has occurred in first area 402, and it is detected that first camp 401 is currently only traveling and has not interacted with other camps),
- the pop-up window 407 can be directly displayed in the virtual scene 400, and the detailed information of the first interactive event that has occurred in the first area 402 can be displayed in the pop-up window 407, for example, used to introduce the first interactive event (occurred in the first Video 408
- a closing entrance 415 such as an “ ⁇ ” button, is also displayed in the pop-up window 407.
- the terminal device can cancel the display of the pop-up window 407 in the virtual scene 400 .
- FIG. 5A is a schematic flowchart of the interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG. 5A , after step 303 shown in FIG. 3 is executed, Steps 304 to 305 shown in FIG. 5A will be described in conjunction with the steps shown in FIG. 5A .
- step 304 in response to the similarity between the second area and the first area in the virtual scene, second prompt information of the second area is displayed in the first prompt information.
- the second prompt information represents that a second interaction event between multiple camps has occurred in the second area.
- taking the first area as area 1 in the virtual scene as an example when the terminal device detects that there is a second area (for example, area 2) that is similar to area 1 in the virtual scene (for example, area 2
- area 2 The terrain features are the same as those of Area 1.
- Area 1 and Area 2 are both grasslands; the map outline of Area 2 is similar to that of Area 1.
- the types of historical interaction events that have occurred in Area 2 are similar to the types of historical interaction events that have occurred in Area 1. Same), indicating that area 2 may also be an area of interest to the user, then the prompt information of area 2 can be displayed in the prompt information of area 1. In this way, the user can further improve the interactive events that have occurred in different areas of the virtual scene. The efficiency improves the user experience.
- step 305 it is displayed that the first area and the second area are similar in at least one of the following dimensions: terrain features, map outline, camp distribution, and historical interaction events that have occurred.
- area 1 and area 2 are similar in at least one of the following dimensions: terrain characteristics (for example, the following information can be displayed: the terrain characteristics of area 2 are the same as area 1), map outline (for example, The following information can be displayed: the map outline of area 2 is similar to area 1), camp distribution (for example, the following information can be displayed: the camp distribution in area 2 is similar to the camp distribution in area 1), historical interactive events that have occurred (for example, the The following information is displayed: the type and scale of interactive events that have occurred in area 2 are similar to area 1). This can effectively save the user's time in searching for similar areas in the virtual scene and improve the user experience.
- terrain characteristics for example, the following information can be displayed: the terrain characteristics of area 2 are the same as area 1
- map outline for example, The following information can be displayed: the map outline of area 2 is similar to area 1
- camp distribution for example, the following information can be displayed: the camp distribution in area 2 is similar to the camp distribution in area 1
- historical interactive events that have occurred for example, the The following information is displayed:
- the terminal device may also perform the following processing: display a push setting control of the first prompt information in the human-computer interaction interface, wherein the push setting control includes at least one of the following: area Setting control, used to set the allowed introduction area in the virtual scene (that is, when the user controls the first camp to move to a position less than the distance threshold from the area, a prompt message for the area will be displayed in the human-computer interaction interface) and prohibited introduction area (that is, when the user controls the first camp to move to a position less than the distance threshold from the area, the prompt information of the area will not be displayed in the human-computer interaction interface).
- area Setting control used to set the allowed introduction area in the virtual scene (that is, when the user controls the first camp to move to a position less than the distance threshold from the area, a prompt message for the area will be displayed in the human-computer interaction interface) and prohibited introduction area (that is, when the user controls the first camp to move to a position less than the distance threshold from the area, the prompt information of the area will not be displayed in the human-
- the interactive events that occur in the introduction area are allowed to pass through the corresponding The introduction information is introduced, and the interactive events that occur in the prohibited introduction area cannot be introduced through the corresponding introduction information;
- the data format setting control is used to set the data format that is allowed to be pushed, where the data format includes at least one of the following: video, picture , text;
- the event type setting control is used to set the event types that are allowed to be pushed, where the event type includes at least one of the following: interactive events participated by the first account, interactive events participated by the second account that has a social relationship with the first account , interaction events whose popularity reaches the popularity threshold (such as interaction events whose duration is greater than the duration, interaction events where the number of participating camps is greater than the quantity threshold, interaction events where the number of participating objects is greater than the quantity threshold), where the first account is used to Log in to the human-computer interaction interface to control at least one virtual object included in the first camp;
- a time period setting control is used to set a time period for allowing or prohibiting push (for
- Figure 5B is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application. As shown in Figure 5B, after step 303 shown in Figure 3 is executed, Step 306 and step 307 shown in FIG. 5B are executed, which will be described in conjunction with the steps shown in FIG. 5B .
- step 306 in response to the detailed information of the first interaction event not being viewed and the first camp again moving to a first position that is less than the distance threshold from the first area, the first prompt information of the first area is blocked from display.
- the first prompt information may be carried in an information display control, where the information display The control includes a details portal and a close portal.
- the terminal device receives the user's click operation on the close portal, or does not receive the user's click operation on the details portal within a set period of time (that is, the detailed information of the first interaction event has not been viewed) , indicating that the user is not interested in the first interaction event, then when the terminal device detects that the first camp moves to the first position that is less than the distance threshold from the first area again, it can block the display of the first prompt information of the first area, so, It can avoid repeatedly pushing information that the user is not interested in and improve the user experience.
- step 307 detailed information of the new interaction event occurring in the first area is displayed.
- the new interaction event refers to an interaction event that occurs while the first camp leaves the first area.
- the terminal device when the terminal device detects that the first camp has moved to a first position that is less than the distance threshold from the first area, while blocking the display of the first prompt information of the first area, the terminal device can display the first prompt information in the first area.
- the computer interactive interface displays the detailed information of the new interactive event that occurred in the first area, for example, displays a video introducing the new interactive event. In this way, by pushing the detailed information of the new interactive event to the user, on the one hand, it can enrich the interaction of the virtual scene method, on the other hand, it can also improve the user’s gaming experience.
- the terminal device may also perform the following processing: match the characteristics of the first interaction event (such as type, scale, etc.) with the tag set of the first account. , wherein the first account is used to log in at the human-computer interaction interface to control at least one virtual object included in the first camp; in response to the presence of tags matching the characteristics of the first interaction event in the tag set, the execution is transferred to the display of the first area Processing of the first prompt information; in response to the fact that there is no tag matching the characteristics of the first interaction event in the tag set, blocking and displaying the first prompt information of the first area (that is, not displaying the first prompt information of the first area).
- match the characteristics of the first interaction event such as type, scale, etc.
- the terminal device may first compare the characteristics of Interaction Event 1 with the label of the first account. The collection is matched; when there is a label matching the characteristics of interaction event 1 in the label collection, it means that interaction event 1 is an interaction event that the user is interested in, and the first prompt information of the first area can be displayed in the human-computer interaction interface; When there is no tag matching the characteristics of interaction event 1 in the tag set, it means that interaction event 1 is not an interaction event that the user is interested in, and the first prompt information of the first area is not displayed in the human-computer interaction interface. In this way, by only Pushing interactive events that users are interested in can further improve the user experience while saving computing resources and communication resources on terminal devices and servers.
- the following describes the process of determining the tag set of the first account.
- the terminal device may determine the tag set of the first account in the following manner: obtain information of multiple dimensions of the first account, where the information of multiple dimensions includes: browsing information (for example, the acquired browsing information may be The information is subjected to keyword extraction processing, and the extracted keywords are used as corresponding tags), behavioral habits (for example, the user's behavioral habits can be analyzed, and the obtained user characteristic data is used as the corresponding tags), and used in virtual scenes Strategies whose frequency reaches the frequency threshold (for example, the game strategies commonly used by players can be analyzed to obtain the corresponding label for the user.
- browsing information for example, the acquired browsing information may be The information is subjected to keyword extraction processing, and the extracted keywords are used as corresponding tags
- behavioral habits for example, the user's behavioral habits can be analyzed, and the obtained user characteristic data is used as the corresponding tags
- Strategies whose frequency reaches the frequency threshold for example, the game strategies commonly used by players can be analyzed to obtain the corresponding label for the user.
- the duration threshold i.e., the commonly used stay places of players in the game.
- the players' commonly used stay places in the game can be analyzed to obtain the corresponding label of the player. For example, assuming that the player often places If the virtual objects in the camp you control stay in the combat area, indicating that the player likes to fight with other players, you can use "like fighting" as the corresponding label of the player), and the information classification that the first account is concerned about (for example, you can directly Classify the information that the user is concerned about as its corresponding label.
- tags are obtained; multiple tags are deduplicated (that is, only one tag of the same type is retained), and the tag set of the first account is obtained.
- the terminal device may also perform the following processing: Sort two numbers of first interaction events to obtain a sorting result, where the second number is less than or equal to multiple first interaction events.
- the total number of items the sorting method includes: the descending order of the scale of the second number of first interaction events, the order of the difference between the occurrence time of the second number of first interaction events and the current time from small to large, the sorting result is used to indicate The display priority of the second number of detailed information of the first interaction event.
- interaction event 1 For example, it is assumed that five first interaction events have occurred in the first area, namely interaction event 1, interaction event 2, interaction event 3, interaction event 4 and interaction event 5. It is also assumed that the tag set of the first account. If there are tags matching the characteristics of interaction event 2 and interaction event 4 respectively (that is, indicating that interaction event 2 and interaction event 4 are both interactive events that the user is interested in), the terminal device can also perform the following processing: for interaction event 2 and interaction event 4 Interaction event 4 is sorted to obtain the sorting result.
- the sorting method includes: descending order of the scale of interaction event 2 and interaction event 4. For example, assuming that the duration of interaction event 2 is 5 minutes and the duration of interaction event 4 is 10 minutes. , then the sorting results of these two interaction events are: interaction event 4, interaction event 2.
- the sorting result is used to indicate the display priority of the detailed information of interactive event 2 and interactive event 4.
- the terminal device receives the first When a prompt information is triggered, the detailed information of interactive event 4 is first displayed. When the display duration of the detailed information of interactive event 4 is greater than the display duration threshold, or a closing operation for the detailed information of interactive event 4 is received, the interactive event is displayed. 2 details.
- each area in the virtual scene where an interaction event has occurred has a corresponding identification
- the terminal device receives a trigger operation for the first prompt information (for example, the first prompt information may be carried in the information display
- the information display control includes a details entry.
- the terminal device can also perform the following processing: Based on the identification of the first area, query the information in the first area from the database Detailed information of the first interaction event that has occurred, wherein the identification corresponding to each area in the virtual scene and detailed information of the interaction event that has occurred in each area are pre-stored in the database.
- the terminal device can query the area in the database based on the identification (such as number) of area 1.
- the detailed information of the first interaction event that has occurred in area 1 is displayed in the human-computer interaction interface based on the detailed information obtained from the query.
- the user when the user controls the first camp to move to a first position that is less than a distance threshold from an area (for example, the first area) where an interaction event has occurred in the virtual scene, the user can The first prompt information of the first area is displayed in the human-computer interaction interface.
- the user can improve the efficiency of the user to view the interactive events that have occurred in the virtual scene, and on the other hand, it can push the prompt information of the interactive events bound to the area. , and also enriches the interaction methods of virtual scenes, thus improving the user’s gaming experience.
- Embodiments of the present application provide an interactive processing method for virtual scenes.
- strategy games SSG, Simulation Game
- video or text information corresponding to the above interactive events
- players' historical battles corresponding to the above interactive events
- Detailed information stored in the database.
- prompt information is displayed on the map, and when a trigger for the prompt information is received
- detailed information about interactive events can be displayed, such as video or text information related to the player himself, including detailed information about the player himself, the player's friends, the player's alliance, enemies, or historical battle events involving other players of special concern.
- the player when the player directs the team to march through certain areas of the map, touchable prompt information will appear, and the number of prompt information displayed on a single screen can be controlled.
- each screen can display up to 3 prompt messages.
- Players can choose to click to view or close the prompt messages (play Players can choose by themselves, and the player is not forced to view it).
- a pop-up window can be displayed, and the information in the pop-up window is related to the player himself or other players and is in line with the player's own behavioral preferences.
- Detailed information about the combat event (such as videos, pictures and texts used to introduce the combat event). In this way, players can gain combat experience by checking push information, thereby exploring more strategic possibilities. In addition, it can also allow players to clearly feel the improvement of their current strength, and at the same time, it can increase the fun of the game by watching the interesting events that happen here among different players.
- all interactive events that have occurred in the area can be uploaded to a server (such as the cloud) for storage, and at the same time stored in the cloud database
- the events are bound to the corresponding areas in the game, that is, the areas in the game where the events occur are numbered, so that multiple events stored in the cloud database can be distinguished according to the place where the events occurred.
- FIG. 6A is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 6A .
- step 601A the client obtains information about events that have occurred in the area.
- the client can obtain information (for example, including the status of the events) of all events that have occurred in area 1 (such as all events that have occurred in the past month) , and player's operation instructions, etc.).
- step 602A the client uploads the information to the cloud and numbers it.
- the client can send the obtained information to the server (such as the cloud) to Stored in cloud database.
- the cloud server can also number area 1 in the game. For example, assuming that the serial number corresponding to area 1 is "1", the events sent in area 1 can be bound to the serial number "1".
- FIG. 6B is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 6B .
- step 601B the client obtains information about events that have occurred in the area.
- the client can obtain information (for example, including the status of the events) of all events that have occurred in area 1 (such as all events that have occurred in the past month). , and player's operation instructions, etc.).
- step 602B the client determines whether the duration of the event exceeds X minutes. If not, perform steps 603B and 604B; if it exceeds, perform steps 605B and 606B.
- the client can also perform the following processing for each event: determine whether the duration of the event exceeds X minutes, where the value of It is configured by the planner, for example, it can be 5 or 10.
- step 603B the client determines the event as a non-classic battle.
- step 604B the client deletes the event information.
- the client can determine it as a non-classic battle, and can also delete the event information.
- step 605B the client determines the event as a classic battle.
- step 606B the client uploads the event information to the cloud and numbers it.
- the client can determine it as a classic battle and upload the event information to the cloud for storage.
- the cloud server can also number the place where the event occurred in the game (for example, area 1), so that the events stored in the cloud database correspond to those in the game. area to bind.
- big data information push when the player controls the team to march in the SLG game map and passes through certain areas, big data information push will be triggered.
- the push information may be historical battle events in which the player himself participated, or information that the player is concerned about.
- Historical combat events participated by other players can also be historical combat events accurately pushed through big data, such as famous scenes that other players occurred in the area (such as those whose duration exceeded the duration threshold) and pushed by analyzing the player's game behavior preferences. combat events) etc.
- Figure 4A is a schematic diagram of an application scenario of the interactive processing method for virtual scenes provided by an embodiment of the present application.
- the first prompt information 403 of the first area can be displayed, such as "You have a memory here", where the first prompt information 403 is carried in the information display control 404.
- the information display The control 404 includes a details entrance 405 and a closing entrance 406; when a click operation for the details entrance 405 is received, a pop-up window 407 is displayed, and a video 408 for introducing historical battles is displayed in the pop-up window 407; when a click operation for closing the entrance is received When the click operation of 406 is performed, the display of the information display control 404 can be cancelled.
- the server can also pre-establish a game historical behavior database, such as collecting historical combat events of all players in the game, uploading the historical combat event information to the cloud database and numbering it, and then triggering it when some of the player's character behaviors When the serial number corresponding to a certain area is displayed, the information about historical battle events bound to that area stored in the cloud database can be pushed to the player.
- a game historical behavior database such as collecting historical combat events of all players in the game, uploading the historical combat event information to the cloud database and numbering it, and then triggering it when some of the player's character behaviors
- the serial number corresponding to a certain area is displayed, the information about historical battle events bound to that area stored in the cloud database can be pushed to the player.
- FIG. 7 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 7 .
- step 701 the client obtains information about events that have occurred in the area.
- the client can obtain information about the event that occurred in the area.
- step 702 the client uploads event information to the cloud and numbers it.
- the client can only upload information about some events that occurred in the area and lasted longer than the duration threshold to the cloud for storage, and target the events in the game.
- Each area where an event has occurred i.e., where the event occurred
- Each area where an event has occurred is numbered. For example, assuming that there are always 10 areas in the game where events have occurred, namely area 1 to area 10, then these 10 areas can be numbered. , for example, assume that the serial numbers corresponding to these 10 areas are 1 to 10, that is, area 1 corresponds to the serial number "1", area 2 corresponds to the serial number "2", and so on, area 10 corresponds to the serial number "10".
- step 703 the client sends to the cloud the serial number of the area through which the team commanded by the player passes.
- the client when the client detects that the player is passing through Area 1 in the map while commanding the team to march (for example, the client detects that the distance between the team commanded by the player and Area 1 is less than the distance threshold), the client sends a message to the cloud.
- the server sends the sequence number of area 1.
- step 704 the cloud sends information about events occurring in the area corresponding to the sequence number to the client.
- the cloud server can query the event bound to the sequence number of Region 1 from the database based on the sequence number of Region 1 (that is, in step 702 Upload the event information that occurred in area 1), and return the queried event information to the client where the player is located, so that it can be displayed in the human-computer interaction interface of the client.
- FIG. 8 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 8 .
- step 801 the server establishes a player gaming behavior database.
- the server can obtain the player's historical operation information and the player's preferred behavior information, and establish the player's game behavior database based on the historical operation information and the player's preferred behavior information, where the preferred behavior information includes: the player's browsing information preferences, Game behavior habits, commonly used strategies of players, and the position of the team commanded by the player on the map Staying place, classification of information that players are concerned about, etc.
- step 802 the server analyzes the player's game behavior.
- step 803 the server obtains the player's interest behavior tag based on the analysis results.
- the server can collect the player's historical operation information, and extract the player's interest behavior tags from the historical operation information. For example, the server can separately collect the player's browsing information, behavioral habits, common strategies, stay locations, and players' The attention information is classified and analyzed, and multiple interest behavior tags of the player (hereinafter referred to as tags) are obtained correspondingly.
- step 804 the server integrates multiple tags to obtain a set of tags that can be pushed by the player.
- step 805 the server generates a push ranking table.
- the server can assign corresponding pushable tags and non-pushable tags to multiple events stored in the cloud database. For example, assuming that a player likes to fight with the enemy camp, then The player will have a "warlike" interest tag, and then the battle-related events stored in the cloud database can be given corresponding pushable tags (that is, these events are events that the player is interested in), and for Other types of events are given a non-pushable label (that is, these events are events that the player is not interested in). The server can then select multiple events assigned pushable tags from the cloud database, that is, establish a push sorting table based on the multiple selected events.
- step 806 the server analyzes and obtains valid push points.
- the server can analyze and obtain the effective push period based on the player's historical operation information stored in the database (for example, the time period during which the player directs the team to stay in the area, or the time period set by the player before and after the player directs the team to pass through the area. Time period (for example, 10 seconds before and after) and area, push to players according to the push sorting table during the valid time period.
- fixed trigger areas such as high-frequency player operations or combat areas
- the events stored in the cloud database are bound to the corresponding areas in the game, that is, The place where the event occurs is numbered.
- the player's accurate push condition is Y.
- FIG. 9 is a schematic flowchart of an interactive processing method for a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 9 .
- step 901 the server receives the identification of area X sent by the client.
- the client when the client detects that the player directs the team to pass through area X, the client can send the identifier of area X to the server, so that the server can query the cloud database based on the identifier of area
- step 902 the server determines whether the cloud database stores events that have occurred in area X; if not, step 903 is executed; if so, step 904 is executed.
- step 903 the server determines not to generate push information.
- the server when the server does not query the cloud database for combat events or other interesting events that have occurred in area X based on the identification of area X, it is determined not to generate push information.
- step 904 the server determines whether there is an event that satisfies condition Y; if not, step 905 is executed; if there is, step 906 is executed.
- step 905 the server determines not to generate push information.
- step 906 the server generates push information.
- the server when the server queries the cloud database for combat events or other interesting events that have occurred in area X based on the identification of area It can be judged whether the type of event obtained by query matches the player's interest behavior label. Match; when there is no match, the server determines not to generate push information; when there is a match, the server can generate push information, thereby pushing events that meet both area X and push condition Y to the player.
- the interactive processing method of virtual scenes provided by the embodiments of this application can be applied in the large map march of the SLG game.
- the march of the player controlling the team when passing through certain areas, historical battles that have occurred in that area can be triggered. Events can be used to obtain more interesting information, enrich the interaction methods in the game, avoid the game being streamlined and lack of more interesting exploration, and at the same time, it can effectively increase player activity, player stickiness and player gaming experience.
- the interactive processing device 555 of the virtual scene provided by the embodiment of the present application, which is implemented as a software module.
- the interactive processing device 555 of the virtual scene stored in the memory 550 The software modules in can include: display module 5551.
- the display module 5551 is configured to display a virtual scene in the human-computer interaction interface, where the virtual scene includes multiple camps, and each camp includes at least one virtual object; the display module 5551 is also configured to respond to the travel control for the first camp Operation, display the first camp marching in the virtual scene; the display module 5551 is further configured to respond to the first camp marching to the first position, and the distance between the first position and the first area in the virtual scene is less than the distance threshold, The first prompt information of the first area is displayed, where the first prompt information represents that a first interaction event between multiple camps has occurred in the first area.
- the type of the first interaction event includes at least one of the following: an interaction event in which the first account participates, an interaction event in which a second account that has a social relationship with the first account participates, and the popularity of any account's participation reaches the popularity threshold.
- Interaction events; among them, the first account is used to log in on the human-computer interaction interface to control the first camp.
- the first prompt information is carried in an information display control.
- the information display control includes a details entrance and a close entrance; the display module 5551 is also configured to display the details of the first interaction event in response to a triggering operation for the details entrance.
- Information; the interactive processing device 555 of the virtual scene also includes a stop module 5552 configured to stop displaying the first prompt information in response to a triggering operation for closing the entrance.
- the display module 5551 is further configured to respond to the first camp traveling to the first location, and the distance between the first location and the first area in the virtual scene is less than the distance threshold, in at least one of the following time periods
- the first prompt information of the first area is displayed in: the first time period of traveling from the first location to reaching the boundary of the first area; the second time period of staying in the first area; leaving the first area and traveling to the second The third time period of the position.
- the display module 5551 when the display module 5551 displays the first prompt information of the first area, it is also configured to perform one of the following processes: in response to the detailed information of the first interaction event not being viewed, switching the display according to the area sorting method Prompt information located in the next area of the first area; in response to the detailed information of the first interactive event being viewed, and the display duration of the detailed information of the first interactive event reaching the display duration threshold, the display located in the first area is switched according to the area sorting method Prompt information for the next area.
- the region sorting method includes: the distance between the multiple regions and the first camp in ascending order; the scores corresponding to the multiple regions in descending order, where the score of each region is based on the following of the region At least one of the information is certain: whether the first camp has ever arrived in the area, the similarity between the characteristics of the interactive events that have occurred in the area and the characteristics of the first account, and the scale of the interactive events that have occurred in the area. ; Among them, the first account is used to log in on the human-computer interaction interface to control the first camp.
- the display module 5551 when the display module 5551 displays the first prompt information of the first area, it is also configured to perform the following processing: display corresponding prompt information of multiple areas located on at least one side of the first camp's travel route. ; Or, display prompt information corresponding to multiple areas within the first camp's field of vision.
- the interactive processing device 555 of the virtual scene also includes a determination module 5553 and a sorting module 5554, wherein the determination module 5553 is configured to determine the scores of multiple regions when the number of multiple regions is greater than the quantity threshold; sorting Module 5554 is configured to perform descending sorting according to the scores of multiple regions to obtain descending sorting results; the display module 5551 is also configured to display the first number of regions corresponding to the first number in the descending sorting results.
- Prompt information instead of displaying prompt information corresponding to multiple regions, where the first number is less than the total number of multiple regions; wherein the determination module 5553 is also configured to determine the score of each region in the following manner: separately for the first Whether the camp has ever arrived in the area, the similarity between the interaction events that have occurred in the area and the characteristics of the first account, and the scale of interaction events that have occurred in the area are quantified, and multiple quantified values are obtained.
- the first account is used to log in on the human-computer interaction interface to control the first camp; a weighted summation process is performed on multiple quantified values, and the weighted summation result is determined as the score of the region.
- the determination module 5553 is also configured to determine the scores of multiple regions when the number of multiple regions is greater than the quantity threshold; the sorting module 5554 is also configured to perform descending sorting based on the scores of multiple regions to obtain a descending order.
- the display module 5551 is also configured to display prompt information corresponding to the first number of areas starting from the first position in the descending sorting result, instead of displaying prompt information corresponding to multiple areas, where the first number is less than a plurality of The total number of regions; among them, the determination module 5553 is also configured to determine the score of each region in the following way: based on the information of the region, the machine learning model is called for prediction processing to obtain the score of the region, where the machine learning model is based on multiple samples
- the initial scores of multiple sample areas are calculated using rules, and for the subsequently viewed sample areas in multiple sample areas, the scores of the viewed sample areas are increased, and for the subsequent viewed sample areas in multiple sample areas, For unviewed sample areas, the scores of the unviewed sample areas are reduced, and multiple sample areas with updated scores are used as new sample areas to iteratively train the machine learning model.
- the display module 5551 when different types of first interaction events have occurred in the first area, is also configured to display detailed entries corresponding to the different types of first interaction events in the first prompt information; and configured to display detailed information of any type of first interaction event in response to a triggering operation of the details entry corresponding to the first interaction event of any type.
- the display module 5551 is further configured to display the different types of first interaction events respectively in response to the triggering operation for the first prompt information. a corresponding details entry; and configured to display detailed information of any type of first interaction event in response to a triggering operation of the details entry corresponding to any type of first interaction event.
- the display module 5551 when the display module 5551 displays the first prompt information of the first area, it is also configured to perform the following processing: in response to the number of first interaction events that have occurred in the first area being less than the quantity threshold, and The first camp currently does not interact with other camps and displays detailed information of the first interaction event instead of displaying the first prompt information, where the detailed information is used to introduce the first interaction event; the stop module 5552 is also configured to respond to the When the closing operation of the detailed information of the first interactive event or the display duration of the detailed information of the first interactive event reaches the display duration threshold, the display of the detailed information of the first interactive event is stopped.
- the display module 5551 is further configured to display the second prompt information of the second area in the first prompt information in response to the similarity between the second area and the first area in the virtual scene, wherein,
- the second prompt information represents that a second interaction event between multiple camps has occurred in the second area, and is used to show that the first area and the second area are similar in at least one of the following dimensions: terrain features, map outline, Faction distribution and historical interaction events that occurred.
- the display module 5551 is also configured to display a push setting control of the first prompt information in the human-computer interaction interface, where the push setting control includes at least one of the following: a regional setting control configured to set the virtual scene The allowed introduction area and the prohibited introduction area, where the interactive events that occur in the allowed introduction area can be introduced through the corresponding introduction information, and the interactive events that occur in the prohibited introduction area cannot be introduced through the corresponding introduction information;
- the data format setting control It is configured to set the data format that is allowed to be pushed, and the data format includes at least one of the following: video, picture, text;
- the event type setting control is configured to set the event type that is allowed to be pushed, and the event type includes at least one of the following: the first account participates Interactive events, interactive events participated by a second account that has a social relationship with the first account, and interactive events whose popularity reaches the popularity threshold.
- the first account is used to log in on the human-computer interaction interface to control the first camp;
- the time period setting control Used to set the
- the interactive processing device 555 of the virtual scene also includes a shielding module 5555 configured to respond to the detailed information of the first interaction event not being viewed, and the first camp again moves to a third area that is less than the distance threshold from the first area.
- a shielding module 5555 configured to respond to the detailed information of the first interaction event not being viewed, and the first camp again moves to a third area that is less than the distance threshold from the first area.
- a position that shields and displays the first prompt information of the first area; the display module 5551 is also configured to display detailed information of new interaction events that occur in the first area, where the new interaction event occurs when the first camp leaves the first area. occurred during.
- the interactive processing device 555 of the virtual scene also includes a matching module 5556 and a transfer module 5557, wherein the matching module 5556 is configured to cause the display module 5551 to display the first prompt information of the first area.
- the characteristics of the interaction event are matched with the tag set of the first account, where the first account is used to log in at the human-computer interaction interface to control at least one virtual object included in the first camp; transfer to module 5557, configured to respond to the tag set There are tags matching the characteristics of the first interaction event in the tag set, and the processing is executed to display the first prompt information of the first area; the shielding module 5555 is also configured to respond to the fact that there are no tags matching the characteristics of the first interaction event in the tag set. label, shielding the display of the first prompt information in the first area.
- the sorting module 5554 is also configured to sort the second number of interactive events.
- the first interaction events are sorted to obtain the sorting result, wherein the second number is less than or equal to the total number of multiple first interaction events, and the sorting method includes: the second number of the first interaction events in descending order of the scale, the second number The difference between the occurrence time of the first interaction event and the current time is in ascending order, and the sorting result is used to indicate the display priority of the second number of detailed information of the first interaction event.
- the determination module 5553 is also configured to determine the tag set of the first account in the following manner: obtaining information of multiple dimensions of the first account, where the information of multiple dimensions includes: browsing information, behavioral habits, In the virtual scene, use the strategy that reaches the frequency threshold, control the area where the first camp’s stay reaches the duration threshold, and classify the information followed by the first account; perform label extraction processing on the information in multiple dimensions, and obtain multiple Tags; perform deduplication processing on multiple tags to obtain the tag set of the first account.
- each area in the virtual scene where an interaction event has occurred has a corresponding identification; the interaction processing device 555 of the virtual scene also includes a query module 5558 configured to receive a trigger operation for the first prompt information. After that, based on the identification of the first area, the detailed information of the first interaction event that has occurred in the first area is queried from the database, where the identification corresponding to each area in the virtual scene is pre-stored in the database, and Detailed information about the interaction events that have occurred in each area.
- Embodiments of the present application provide a computer program product.
- the computer program product includes a computer program or computer-executable instructions.
- the computer program or computer-executable instructions are stored in a computer-readable storage medium.
- the processor of the computer device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, so that the computer device executes the interactive processing method of the virtual scene described above in the embodiment of the present application.
- Embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions.
- the computer-executable instructions are stored therein.
- the computer-executable instructions When executed by a processor, they will cause the processor to execute the steps provided by the embodiments of the present application.
- the interactive processing method of the virtual scene for example, the interactive processing method of the virtual scene shown in Figure 3, Figure 5A, or Figure 5B.
- the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it may also include one or any combination of the above memories.
- Various equipment may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it may also include one or any combination of the above memories.
- Various equipment may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; it may also include one or any combination of the above memories.
- executable instructions may take the form of a program, software, software module, script, or code, Written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and deployable in any form, including as a stand-alone program or as a module, component, or subroutine or other units suitable for use in a computing environment.
- executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected by a communications network. execute on.
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Abstract
本申请提供了一种虚拟场景的互动处理方法、装置、电子设备及存储介质;方法包括:在人机交互界面中显示虚拟场景,其中,所述虚拟场景包括多个阵营,每个所述阵营包括至少一个虚拟对象;响应于针对第一阵营的行进控制操作,显示所述第一阵营在所述虚拟场景中行进;响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,其中,所述第一提示信息表征在所述第一区域内曾经发生过所述多个阵营之间的第一交互事件。
Description
相关申请的交叉引用
本申请基于申请号为202211078598.7、申请日为2022年9月5日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
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互动处理方法、装置、电子设备及存储介质。
基于图形处理硬件的虚拟场景的人机交互技术,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,具有广泛的实用价值。例如在游戏等的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
然而,相关技术提供的信息推送方法通常应用于购物场景或者资讯类信息浏览场景,针对如何在游戏场景中进行信息推送,以丰富游戏的互动方式,相关技术尚无有效的解决方案。
发明内容
本申请实施例提供一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够在虚拟场景中进行精准的信息推荐,从而丰富虚拟场景的互动方式,进而提升用户的使用体验。
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互动处理方法,由电子设备执行,所述方法包括:
在人机交互界面中显示虚拟场景,其中,所述虚拟场景包括多个阵营,每个所述阵营包括至少一个虚拟对象;
响应于针对第一阵营的行进控制操作,显示所述第一阵营在所述虚拟场景中行进;
响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,其中,所述第一提示信息表征在所述第一区域内曾经发生过所述多个阵营之间的第一交互事件。
本申请实施例提供一种虚拟场景的互动处理装置,包括:
显示模块,配置为在人机交互界面中显示虚拟场景,其中,所述虚拟场景包括多个阵营,每个所述阵营包括至少一个虚拟对象;
所述显示模块,还配置为响应于针对第一阵营的行进控制操作,显示所述第一阵营在所述虚拟场景中行进;
所述显示模块,还配置为响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,其中,所述第一提示信息表征在所述第一区域内曾经发生过所述多个阵营之间的第
一交互事件。
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互动处理方法。
本申请实施例提供一种计算机可读存储介质,存储有计算机可执行指令,用于被处理器执行时,实现本申请实施例提供的虚拟场景的互动处理方法。
本申请实施例提供一种计算机程序产品,包括计算机程序或计算机可执行指令,用于被处理器执行时,实现本申请实施例提供的虚拟场景的互动处理方法。
本申请实施例具有以下有益效果:
当第一阵营行进至距离虚拟场景中曾经发生过交互事件的区域(例如第一区域)附近的位置时,通过在人机交互界面中显示第一区域的第一提示信息,一方面可以使用户及时查看虚拟场景中曾经发生过的交互事件,另一方面通过推送与区域绑定的交互事件的提示信息,也丰富了虚拟场景的互动方式。
图1A是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图;
图1B是本申请实施例提供的虚拟场景的互动处理方法的应用模式示意图;
图2是本申请实施例提供的电子设备500的结构示意图;
图3是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;
图4A至图4D是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图;
图5A和图5B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;
图6A和图6B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;
图7是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;
图8是本申请实施例提供的虚拟场景的互动处理方法的流程示意图;
图9是本申请实施例提供的虚拟场景的互动处理方法的流程示意图。
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。
可以理解的是,在本申请实施例中,涉及到用户信息等相关的数据(例如用户浏览的信息、行为习惯等),当本申请实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
在以下的描述中,所涉及的术语“第一\第二\...”仅仅是是区别类似的对象,不代表针对对象的特定排序,可以理解地,“第一\第二\...”在允许的情况下可以互换特定的顺序或先后次序,以使这里描述的本申请实施例能够以除了在这里图示或描述的以外的顺序实施。
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。该虚拟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)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。
5)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。
本申请实施例提供一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品,能够在虚拟场景中进行精准的信息推荐,从而丰富虚拟场景的互动方式,进而提升用户的使用体验。为便于更容易理解本申请实施例提供的虚拟场景的互动处理方法,首先说明本申请实施例提供的虚拟场景的互动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互动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。
在一些实施例中,虚拟场景可以是供虚拟对象(例如游戏角色)进行交互的环境,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1A,图1A是本申请实施例提供的虚拟场景的互动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100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100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100为例,在虚拟场景100中显示有第一阵营101,其中,第一阵营101包括的多个虚拟对象是受控于当前用户的,将响应于当前用户针对控制器(例如触控屏、声控开关、键盘、鼠标和摇杆等)的操作而在虚拟场景100中运动,例如当用户向右移动摇杆时,第一阵营101包括的多个虚拟对象将在虚拟场景100中向右部移动,还可以保持原地静止、跳跃以及控制第一阵营101包括的多个虚拟对象进行射击操作等。
举例来说,客户端410响应于用户触发的针对第一阵营101的行进控制操作,显示第一阵营101包括的多个虚拟对象在虚拟场景100中行进;接着客户端410响应于第一阵营101行进至距离虚拟场景100中的第一区域102之间的距离小于距离阈值的第一位置,显示第一区域的第一提示信息103(即当客户端410检测到第一阵营101与第一区域102之间的距离小于距离阈值时,在人机交互界面中显示第一提示信息103),例如“你此处有一段回忆”,如此,丰富了虚拟场景的互动方式,提升了用户的游戏体验。
在另一个实施场景中,参见图1B,图1B是本申请实施例提供的虚拟场景的互动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100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100,以第三人称视角显示虚拟场景100为例,在虚拟场景100中显示有第一阵营101,其中,第一阵营101包括的多个虚拟对象是受控于当前用户的,将响应于当前用户针对控制器(例如触控屏、声控开关、键盘、鼠标和摇杆等)的操作而在虚拟场景100中运动,例如当用户向右移动摇杆时,第一阵营101包括的多个虚拟对象将在虚拟场景100中向右部移动,还可以保持原地静止、跳跃以及控制第一阵营101包括的多个虚拟对象进行射击操作等。
举例来说,客户端410响应于用户触发的针对第一阵营101的行进控制操作,显示第一阵营101包括的多个虚拟对象在虚拟场景100中行进;接着客户端410响应于第一阵营101行进至距离虚拟场景100中的第一区域102之间的距离小于距离阈值的第一位置,显示第一区域的第一提示信息103(即当客户端410检测到第一阵营101与第一区域102之间的距离小于距离阈值时,在人机交互界面中显示第一提示信息103),例如“你此处有一段回忆”,如此,丰富了虚拟场景的互动方式,提升了用户的游戏体验。
在一些实施例中,终端设备400还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互动处理方法,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。该应用程序可以是第一人称射击游戏(FPS,First-Person Shooting game)、第三人称射击游戏、虚拟现实应用程序、三维地图程序、策略类(SLG,Simulation Game)游戏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1B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、车载终端等,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。
下面继续对本申请实施例提供的电子设备的结构进行说明。以电子设备为终端设备为例,参见图2,图2是本申请实施例提供的电子设备500的结构示意图,图2所示的电子设备500包括:至少一个处理器510、存储器550、至少一个网络接口520和用户接口530。电子设备500中的各个组件通过总线系统540耦合在一起。可理解,总线系统540用于实现这些组件之间的连接通信。总线系统540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2中将各种总线都标为总线系统540。
处理器510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530包括使得能够呈现媒体内容的一个或多个输出装置531,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530还包括一个或多个输入装置532,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550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550可选地包括在物理位置上远离处理器510的一个或多个存储设备。
存储器550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550旨在包括任意适合类型的存储器。
在一些实施例中,存储器550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551,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552,用于经由一个或多个(有线或无线)网络接口520到达其他计算设备,示例性的网络接口520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553,用于经由一个或多个与用户接口530相关联的输出装置531(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554,用于对一个或多个来自一个或多个输入装置532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装置可以采用软件方式实现,图2示出了存储在存储器550中的虚拟场景的互动处理装置555,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5551、停止模块5552、确定模块5553、排序模块5554、屏蔽模块5555、匹配模块5556、转入模块5557和查询模块5558,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2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互动处理装置555排除了可以只包括显示模块5551的实施,将在下文中说明各个模块的功能。
下面将结合本申请实施例提供的终端设备的示例性应用和实施,对本申请实施例提供的虚拟场景的互动处理方法进行具体说明。
参见图3,图3是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图3示出的步骤进行说明。
需要说明的是,图3示出的方法可以由终端设备运行的各种形式的计算机程序执行,并不局限于客户端,例如还可以是上文所述的操作系统、软件模块、脚本和小程序等,因此下文中以客户端的示例不应视为对本申请实施例的限定。此外,为了表述方便,下文中不对终端设备和终端设备运行的客户端进行具体区分。
在下文中,为便于描述,假设虚拟场景中登录有不同的账号,且不同的账号控制不同的阵营,在下文所述的人机交互界面中登录有第一账号,且第一账号控制第一阵营,需要指出,第一账号和第一阵营仅为示例,并非特指某个账号和某个阵营。
在步骤301中,在人机交互界面中显示虚拟场景。
这里,虚拟场景可以包括多个阵营,其中,每个阵营可以包括至少一个虚拟对象。
在一些实施例中,在终端设备上安装有支持虚拟场景的客户端(例如策略类游戏APP),当用户打开终端设备上安装的客户端(例如接收到用户针对在终端设备的用户界面呈现的策略类游戏APP对应的图标的点击操作),且终端设备运行该客户端时,可以在客户端的人机交互界面中显示虚拟场景,其中,虚拟场景可以包括多个阵营,例如包括4个阵营,分别为阵营1、阵营2、阵营3和阵营4,并且每个阵营可以包括至少一个虚拟对象,例如阵营1包括虚拟对象A和虚拟对象B,阵营2包括虚拟对象C,阵营3包括虚拟对象D和虚拟对象E,阵营4包括虚拟对象F和虚拟对象G。
在另一些实施例中,在客户端的人机交互界面中可以是以第一人称视角显示虚拟场景(例如以用户自己的视角来扮演游戏中的虚拟对象);也可以是以第三人称视角显示虚拟场景(例如用户追着游戏中的虚拟对象来进行游戏);还可以是以鸟瞰大视角显示虚拟场景;其中,上述的不同视角之间可以进行任意的切换。
作为示例,第一阵营包括的至少一个虚拟对象(例如虚拟对象A和虚拟对象B)可
以是由游戏中的当前用户所控制的虚拟对象,当然,虚拟场景中还可以包括其他阵营包括的虚拟对象,例如可以由其他用户控制或由机器人程序控制的虚拟对象。虚拟对象可以被划分到多个阵营中的任意一个阵营中,阵营之间可以是敌对关系或协作关系,虚拟场景中的阵营可以包括上述关系的一种或者全部。
以第一人称视角显示虚拟场景为例,在人机交互界面中显示虚拟场景可以包括:根据第一阵营包括的至少一个虚拟对象(例如虚拟对象A)在完整虚拟场景中的观看位置和视场角,确定第一阵营的视场区域,呈现完整虚拟场景中位于视场区域中的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。因为第一人称视角是最能够给用户冲击力的观看视角,如此,能够实现用户在操作过程中身临其境的沉浸式感知。
以鸟瞰大视角显示虚拟场景为例,在人机交互界面中显示虚拟场景可以包括:响应于针对全景虚拟场景的缩放操作,在人机交互界面中呈现对应缩放操作的部分虚拟场景,即所显示的虚拟场景可以是相对于全景虚拟场景的部分虚拟场景。如此,能够提高用户在操作过程中的可操作性,从而能够提高人机交互的效率。
在步骤302中,响应于针对第一阵营的行进控制操作,显示第一阵营在虚拟场景中行进。
在一些实施例中,玩家可以通过注册的账号(即第一账号)登录人机交互界面以控制第一阵营(例如阵营A)包括的至少一个虚拟对象,例如玩家在使用第一账号进行登录之后,客户端在接收到玩家触发的针对阵营A的行进控制操作时,可以显示阵营A包括的至少一个虚拟对象在虚拟场景中行进,例如玩家可以首先框选出游戏中属于阵营A的游戏角色,接着针对所框选出的游戏角色下发向某个方向行进的控制指令,此时,阵营A包括的游戏角色会向控制指令所指定的方向行进。
在步骤303中,响应于第一阵营行进至第一位置,且第一位置与虚拟场景中的第一区域之间的距离小于距离阈值,显示第一区域的第一提示信息。
这里,第一提示信息表征在第一区域内曾经发生过多个阵营之间的第一交互事件,例如发生在多个阵营中的第一阵营和第二阵营之间的战斗事件。此外,距离阈值(指虚拟场景的地图中所跨越的二维或者三维的直线的长度)可以是由策划人员预先设定的,其中,距离阈值可以被设定为0,即当距离阈值被设置为0时,玩家在控制第一阵营行进至第一区域的边界时,才会在人机交互界面中显示第一区域的第一提示信息。当然,距离阈值也可以被设定为任意大于0的整数,例如当距离阈值被设定为5时,客户端在检测到第一阵营与第一区域之间的距离小于或等于5时,会在人机交互界面中显示第一区域的第一提示信息。
需要说明的是,本申请实施例中的第一交互事件是在第一区域内曾经发生的交互事件的统称,即在虚拟场景的第一区域内曾经发生的交互事件统称为第一交互事件,而不是特指在虚拟场景中发生的某一件交互事件,例如假设在第一区域内曾经发生了交互事件1和交互事件2,则交互事件1和交互事件2都称为第一交互事件。
在一些实施例中,第一交互事件的类型可以包括以下至少之一:第一账号参与的交互事件(例如玩家自身参与的历史战斗事件、历史协作事件等)、与第一账号具有社交关系的第二账号参与的交互事件(例如玩家的好友或者关注的其他玩家参与的历史战斗事件)、任意账号参与的热度达到(即大于或等于)热度阈值的交互事件(例如游戏中持续时长大于或等于时长阈值的历史战斗事件,或者参与的阵营数量大于或等于数量阈值的历史战斗事件,又或者参与的虚拟对象的数量大于或等于数量阈值的历史战斗事件)。
在另一些实施例中,第一提示信息可以是承载于信息展示控件中的信息,其中,信
息展示控件可以包括详情入口和关闭入口,则终端设备还可以执行以下处理:响应于针对详情入口的触发操作,显示第一交互事件的详情信息,例如用于介绍第一交互事件的视频、图片、文字等信息;响应于针对关闭入口的触发操作,停止显示第一提示信息,例如直接取消显示信息展示控件。
示例的,参见图4A,图4A是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图4A所示,当第一阵营401与虚拟场景400中的第一区域402之间的距离小于距离阈值时,可以在虚拟场景400中显示第一区域的第一提示信息403,例如“你在此处有一段回忆”,其中,第一提示信息403是承载于信息展示控件404中的,信息展示控件404包括详情入口405(例如“点击查看”按钮)和关闭入口406(例如“×”按钮);当客户端接收到用户针对详情入口405的点击操作时,可以在虚拟场景400中显示弹窗407,并在弹窗407中显示用于介绍在第一区域402内曾经发生过的战斗事件的视频408,用户可以通过视频408来了解在第一区域402内曾经发生过的历史战斗事件,从而进行学习;当客户端接收到用户针对关闭入口406的点击操作时,可以在虚拟场景400中取消显示信息展示控件404。
需要说明的是,第一提示信息除了可以是在虚拟场景中显示(例如在第一区域中显示第一区域的第一提示信息,或者在虚拟场景中悬浮显示第一区域的第一提示信息)之外,还可以通过分屏的方式进行显示,例如可以在人机交互界面的第一窗口中显示第一区域的第一提示信息,其中,第一窗口与用于提示虚拟场景的画面的第二窗口是不同窗口。
示例的,可以根据终端设备的显示屏的尺寸判断是否将人机交互界面划分成两个不同的窗口,例如当显示屏的尺寸(例如显示屏对角线的长度)大于尺寸阈值(例如20寸)时,可以预先将人机交互界面划分成两个窗口,其中,第一窗口用于显示虚拟场景,第二窗口用于显示第一区域的第一提示信息、以及第一交互事件的详情信息,如此,可以最大程度避免对用户当前进行的游戏画面造成干扰;当显示屏的尺寸小于或等于尺寸阈值时,可以不对人机交互界面进行划分,并直接在虚拟场景中显示第一区域的第一提示信息,本申请实施例不对第一提示信息的显示方式进行具体限定。
在一些实施例中,第一提示信息可以仅在特定时间段中显示,则终端设备可以通过以下方式实现上述的步骤303:响应于第一阵营行进至第一位置,且第一位置与虚拟场景中的第一区域之间的距离小于距离阈值,在以下至少一个时间段中显示第一区域的第一提示信息:从第一位置行进至到达第一区域的边界的第一时间段;在第一区域中停留的第二时间段;离开第一区域并行进至第二位置的第三时间段。
示例的,以第一阵营为阵营A、第一区域为区域1为例,区域1的提示信息可以是在玩家控制阵营A从第一位置行进至区域1的边界的第一时间段中显示的(即在玩家控制阵营A从第一位置靠近区域1的边界的第一时间段中显示区域1的提示信息);当然,区域1的提示信息也可以是在玩家控制阵营A停留在区域1的第二时间段中显示的(即在玩家控制阵营A在区域1停留的第二时间段中显示区域1的提示信息);此外,区域1的提示信息还可以是在玩家控制阵营A离开区域1并继续行进至第二位置(第二位置与区域A之间的距离小于距离阈值)的第三时间段中显示的(即在玩家控制阵营A从区域1离开并行进至第二位置的第三时间段中显示区域1的提示信息),如此,可以避免由于提示信息长时间的显示,对玩家正常的游戏过程造成干扰。
需要说明的是,第一时间段和第三时间段的时长可以是相同的,例如都是10秒,即在到达第一区域的前后10秒内显示第一区域的第一提示信息;或者,第一时间段和第三时间段的行进路线的长度是相同的,例如都是20米。
此外,第一提示信息也可以是在第一阵营行进至第一位置之后,一直在人机交互界
面中显示的,直至第一区域不在人机交互界面中显示。以第一区域为区域1为例,当玩家控制第一阵营行进至与区域1之间的距离小于距离阈值1的第一位置之后,可以一直在人机交互界面中显示区域1的提示信息,直至随着第一阵营的继续行进,区域1从人机交互界面中移除为止,本申请实施例不对第一提示信息的显示时间段进行具体限定。
在一些实施例中,在同一时刻可以在人机交互界面中仅显示一个区域对应的提示信息,则终端设备在显示第一区域的第一提示信息时,还可以执行以下处理:响应于第一交互事件的详情信息未被查看,根据区域排序方式切换显示位于第一区域的下一个区域的提示信息;响应于第一交互事件的详情信息被查看,且第一交互事件的详情信息的显示时长达到显示时长阈值(例如20秒),根据区域排序方式切换显示位于第一区域的下一个区域的提示信息。
示例的,第一提示信息可以是承载于信息展示控件中的,其中,信息展示控件可以包括详情入口(例如图4A示出的“点击查看”按钮)和关闭入口(例如图4A示出的“×”按钮),当接收到针对关闭入口的触发操作、或者在第一设定时长(例如15秒)内未接收到针对详情入口的触发操作(即第一交互事件的详情信息未被查看),可以根据区域排序方式切换显示位于第一区域的下一个区域的提示信息(例如切换显示与第一区域之间的距离最近的第二区域的提示信息);当接收到针对详情入口的触发操作(即第一交互事件的详情信息被查看),且第一交互事件的详情信息的显示时长达到显示时长阈值,或者接收到针对第一交互事件的详情信息的关闭操作,根据区域排序方式切换显示位于第一区域的下一个区域的提示信息(例如切换显示与第一区域之间的相似度最大的第三区域的提示信息),如此,提高了用户查看虚拟场景中的其他区域的效率,进而提升了用户的游戏体验。
需要说明的是,本申请实施例中的区域(或称热区)是指虚拟场景中曾经发生过交互事件的区域,并且上述的区域排序方式可以包括:多个区域与第一阵营之间的距离从小到大的顺序(即优先切换显示与第一阵营之间的距离小的区域的提示信息),例如假设存在3个待显示的区域,分别为区域2、区域3和区域4,其中,区域3与第一阵营之间的距离最近,区域2次之,区域4与第一阵营之间的距离最远,则这3个区域的切换显示顺序为:区域3、区域2、区域4,例如当发生在第一区域的第一交互事件的详情信息被查看之后,可以先切换显示区域3的提示信息;多个区域分别对应的得分的降序(即优先切换显示得分高的区域的提示信息,例如假设存在3个待显示的区域,分别为区域2、区域3和区域4,其中,区域2的得分为80,区域3的得分为70,区域4的得分为90,则这3个区域的切换显示顺序为:区域4、区域2、区域3,例如当用户没有查看发生在第一区域中的第一交互事件时,可以先切换显示区域4的提示信息),其中,每个区域的得分可以是通过该区域的以下信息至少之一确定的:第一阵营是否曾经到达过该区域、该区域内曾经发生过的交互事件的特征与第一账号的特征之间的相似度(例如区域内发生的交互事件与玩家兴趣之间的相似度,即确定玩家是否对该区域内发生的交互事件感兴趣)、在该区域内曾经发生过的交互事件的规模,例如事件的持续时长、参与的阵营的数量、或者参与的虚拟对象的数量等;其中,第一账号用于在人机交互界面中登录以控制第一阵营包括的至少一个虚拟对象。
在另一些实施例中,在同一时刻还可以在人机交互界面中显示多个区域分别对应的提示信息,则终端设备在显示第一区域的第一提示信息时,还可以执行以下处理:显示位于第一阵营的行进路线的至少一侧的多个区域分别对应的提示信息;或者,显示第一阵营的视野范围内的多个区域分别对应的提示信息,例如视野范围可以是第一阵营包括的任意一个虚拟对象的视野范围,或者综合第一阵营包括的多个虚拟对象的视野范围得到的总视野范围。
示例的,参见图4B,图4B是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图4B所示,当用户控制第一阵营401包括的多个虚拟对象行进至距离第一区域402小于距离阈值的第一位置时,除了可以在虚拟场景400中显示第一区域的第一提示信息403之外,还可以在虚拟场景400中显示位于第一阵营401的视野范围内的其他区域的提示信息,例如第二区域的第二提示信息409,如此,通过一次性显示多个区域分别对应的提示信息,可以有效提高用户查看虚拟场景中的区域的效率。
需要说明的是,在同时显示多个区域分别对应的提示信息时,不同区域的提示信息的显著程度可以是不同的,例如距离第一阵营的距离越近的区域,提示信息的显示方式越显著,例如用于承载提示信息的信息展示控件的尺寸越大,从而方便用户进行查看。
在一些实施例中,承接上述示例,区域的得分可以是采用显式的规则进行计算得到的,则当多个区域的数量大于数量阈值(例如5个)时,终端设备还可以执行以下处理:确定多个区域的得分,并根据多个区域的得分进行降序排序,得到降序排序结果;显示降序排序结果中从首位开始的第一数量(例如3个)的区域分别对应的提示信息,以替代显示多个区域分别对应的提示信息,其中,第一数量小于多个区域的总数;其中,每个区域的得分是通过以下方式确定的:分别对第一阵营是否曾经到达过该区域(例如假设第一阵营曾经到达过该区域,则对应的量化值可以为1,如果第一阵营没有到达过该区域,则对应的量化值可以为0)、在该区域内曾经发生过的交互事件的特征(例如交互事件的类型,包括不同阵营之间的战斗或者协作)与第一账号的特征(例如第一账号的标签)之间的相似度(例如可以将相似度归一化到0至1之间的区间,将经过归一化处理后的相似度确定为对应的量化值,例如假设相似度为80%,则对应的量化值为0.8)、以及在该区域内曾经发生过的交互事件的规模进行量化处理(当规模是通过交互事件的持续时长进行表征时,可以将持续时长与设定时长的相除结果确定为对应的量化值,例如假设交互事件的持续时长为8分钟,设定时长为10分钟,则对应的量化值为0.8;当然,当通过参与的阵营的数量表征规模时,可以将参与的阵营的数量与设定的阵营数量的相除结果确定为对应的量化值,例如假设参与的阵营的数量为4,设定的阵营数量为5,则对应的量化值为0.8;同理,当通过参与的虚拟对象的数量表征规模时,可以将参与的虚拟对象的数量与设定的对象数量的相除结果确定为对应的量化值,例如假设参与的虚拟对象的数量为8,设定的对象数量为10,则对应的量化值为0.8),对应得到多个量化值,其中,第一账号用于在人机交互界面登录以控制第一阵营包括的至少一个虚拟对象;对多个量化值进行加权求和处理,并将得到的加权求和结果确定为该区域的得分,如此,可以避免在虚拟场景中显示过多的区域分别对应的提示信息,对用户正常的游戏过程造成干扰。
示例的,以多个区域中的区域2为例,在分别对第一阵营是否曾经到达过区域2、在区域2内曾经发生过的交互事件的特征与第一账号的特征之间的相似度、以及在区域2内曾经发生过的交互事件的规模进行量化处理后,对应得到3个量化值,假设分别为1、0.7、0.8,则可以对这3个量化值进行加权求和处理,将得到的加权求和结果(例如假设每个量化值对应的权重均为0.6,则对应的加权求和结果为0.6×1+0.6×0.7+0.6×0.8=1.5)确定为区域2的得分(即区域2的得分为1.5)。
需要说明的是,在对多个量化值进行加权求和处理时,不同量化值的权重可以是相同的,例如均为0.6;当然,不同量化值对应的权重也可以是不同的,例如可以由策划人员针对每个量化值的权重分别进行配置,本申请实施例对此不做具体限定。
此外,对于对某个区域内曾经发生过的交互事件的规模进行量化处理的过程,除了可以通过上述单独的持续时长、参与的阵营数量、参与的虚拟对象数量以外,还可以通过综合持续时长、参与的阵营数量、以及参与的虚拟对象数量来确定对应的量化值,本
申请实施例对此不做具体限定。
在另一些实施例中,区域的得分还可以是通过人工智能的方式确定的,则当多个区域的数量大于数量阈值(例如5个)时,终端设备还可以执行以下处理:确定多个区域的得分,并根据多个区域的得分进行降序排序,得到降序排序结果;显示降序排序结果中从首位开始的第一数量(例如3个)的区域分别对应的提示信息,以替代显示多个区域分别对应的提示信息,其中,第一数量小于多个区域的总数;其中,每个区域的得分是通过以下方式确定的:基于该区域的信息(例如第一阵营是否曾经到达过该区域、在该区域内曾经发生过的交互事件的规模、在该区域内发生的交互事件的特征与第一账号的特征之间的相似度)调用机器学习模型进行预测处理,得到该区域的得分,其中,机器学习模型是基于多个样本区域进行训练得到的,多个样本区域的初始得分是采用规则计算得到的,并且针对多个样本区域中后续被查看的样本区域,增加被查看的样本区域的得分(例如假设某个样本区域的初始得分为1.2,该样本区域后续被查看,说明用户对在该样本区域内曾经发生的交互事件感兴趣,则可以将该样本区域的得分增加至1.4),针对多个样本区域中后续未被查看的样本区域,减小未被查看的样本区域的得分(例如假设某个样本区域的初始得分为1.5,该样本区域后续没有被查看,说明用户对在该样本区域内曾经发生的交互事件不感兴趣,则可以将该样本区域的得分减小至1.3),并将得分更新后的多个样本区域作为新的样本区域迭代训练机器学习模型。
上述的机器学习模型可以是由服务器进行训练得到的,例如服务器可以基于多个样本区域对机器学习模型进行训练,并将训练后的机器学习模型发送至终端设备。此外,机器学习模型的类型可以是神经网络模型(例如卷积神经网络模型、深度卷积神经网络模型、或者全连接神经网络模型等)、决策树模型、梯度提升树模型、多层感知机、以及支持向量机等,本申请实施例不对机器学习模型的类型进行具体限定。
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Xi和相应的独热(one-hot)编码目标向量Yi的损失是:
其中,pij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,yij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)
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。
在一些实施例中,当第一区域内曾经发生过不同类型的第一交互事件时,终端设备还可以执行以下处理:在第一提示信息中显示不同类型的第一交互事件分别对应的详情入口;响应于针对任一类型的第一交互事件对应的详情入口的触发操作,显示任一类型的第一交互事件的详情信息。
示例的,假设在第一区域内曾经发生过两种不同类型的第一交互事件,分别为发生在阵营A和阵营B之间的战斗事件1、以及发生在阵营C和阵营D之间的协作事件2,则可以在第一提示信息中显示战斗事件1和协作事件2分别对应的详情入口,例如显示两个详情入口,其中,详情入口1是战斗事件1对应的详情入口,详情入口2是协作事件2对应的详情入口;当接收到用户针对战斗事件1对应的详情入口的触发操作(即接
收到针对详情入口1的点击操作)时,可以在人机交互界面中显示战斗事件1的详情信息,例如显示用于介绍战斗事件1的视频。
在另一些实施例中,当第一区域内曾经发生过不同类型的第一交互事件时,终端设备还可以执行以下处理:响应于针对第一提示信息的触发操作,显示不同类型的第一交互事件分别对应的详情入口(例如在接收到针对第一提示信息的点击操作时,可以在虚拟场景中显示弹窗,并在弹窗中显示不同类型的第一交互事件分别对应的详情入口);响应于针对任一类型的第一交互事件对应的详情入口的触发操作,显示任一类型的第一交互事件的详情信息。
示例的,假设在第一区域内曾经发生过两种不同类型的第一交互事件,分别为发生在阵营A和阵营B之间的战斗事件1、以及发生在阵营C和阵营D之间的协作事件2,则终端设备在接收到针对第一提示信息的触发操作时,可以在人机交互界面中显示弹窗,并在弹窗中分别显示战斗事件1对应的详情入口1、以及协作事件2对应的详情入口2;随后假设接收到用户针对弹窗中显示的详情入口2的点击操作,则可以在人机交互界面中显示用于介绍协作事件2的详情信息,例如用于介绍协作事件2的图文信息。
举例来说,参见图4C,图4C是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图4C所示,当用户控制第一阵营401行进至距离虚拟场景400中的第一区域402小于距离阈值的第一位置(位于行进路线的一侧)时,可以在虚拟场景400中显示第一区域的第一提示信息403,随后客户端响应于用户针对第一提示信息403的点击操作,在虚拟场景400中显示弹窗410,其中,在弹窗410中显示有在第一区域402内发生的历史战役1对应的详情入口411,例如“点击查看历史战役1的详情”按钮、以及在第一区域402内曾经发生的协作事件2对应的详情入口412,例如“点击查看协作事件2的详情”按钮;例如假设客户端后续接收到用户针对详情入口411的点击操作,可以在虚拟场景400中显示弹窗413,并在弹窗413中显示用于介绍历史战役1的视频414,如此,通过针对不同类型的第一交互事件分别显示对应的详情入口,提高了用户查看在第一区域内曾经发生的交互事件的效率。
在一些实施例中,当显示第一区域的第一提示信息时,终端设备还可以执行以下处理:响应于第一区域内曾经发生过的第一交互事件的数量小于数量阈值(例如3件),且第一阵营当前未与其他阵营(例如多个阵营中除第一阵营之外的任意一个阵营)发生交互,显示第一交互事件的详情信息,以替代显示第一提示信息,其中,详情信息用于介绍第一交互事件(例如用于介绍第一交互事件的视频);响应于针对第一交互事件的详情信息的关闭操作、或第一交互事件的详情信息的显示时长达到显示时长阈值(例如10秒),停止显示第一交互事件的详情信息。
示例的,参见图4D,图4D是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图4D所示,当用户控制第一阵营401行进至距离虚拟场景400中的第一区域402小于距离阈值的第一位置,且第一区域402内曾经发生过的第一交互事件的数量小于数量阈值,同时第一阵营401当前未与其他阵营进行交互(例如客户端检测到第一阵营401与第一区域402之间的距离小于距离阈值,且在第一区域402中仅发生过一次交互事件,同时检测到第一阵营401当前仅仅是在行进,未与其他阵营进行交互),则可以直接在虚拟场景400中显示弹窗407,并在弹窗407中显示在第一区域402中曾经发生的第一交互事件的详情信息,例如用于介绍第一交互事件(发生在第一区域402的历史战役)的视频408。此外,在弹窗407中还显示有关闭入口415,例如“×”按钮。当后续视频408的显示时长大于显示时长阈值(例如视频408播放完毕)或者接收到用户针对弹窗407中显示的关闭入口415的点击操作时,终端设备可以在虚拟场景400中取消显示弹窗407。
在一些实施例中,参见图5A,图5A是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,如图5A所示,在执行完图3示出的步骤303之后,还可以执行图5A示出的步骤304至步骤305,将结合图5A示出的步骤进行说明。
在步骤304中,响应于虚拟场景中的第二区域与第一区域之间具有相似性,在第一提示信息中显示第二区域的第二提示信息。
这里,第二提示信息表征在第二区域内曾经发生过多个阵营之间的第二交互事件。
在一些实施例中,以第一区域为虚拟场景中的区域1为例,当终端设备检测到虚拟场景中存在与区域1具有相似性的第二区域(例如区域2)时(例如区域2的地形特征与区域1相同,例如区域1和区域2都是草地;区域2的地图轮廓与区域1类似,区域2内曾经发生的历史交互事件的类型与区域1内曾经发生的历史交互事件的类型相同),说明区域2也可能是用户感兴趣的区域,则可以在区域1的提示信息中显示区域2的提示信息,如此,可以进一步提高用户在查看虚拟场景的不同区域内曾经发生的交互事件的效率,提升了用户的使用体验。
在步骤305中,显示第一区域和第二区域在以下至少一个维度具有相似性:地形特征、地图轮廓、阵营分布、所发生的历史交互事件。
在一些实施例中,仍以第一区域为虚拟场景中的区域1、第二区域为虚拟场景中的区域2为例,当终端设备在区域1的提示信息中显示区域2的提示信息时,还可以进一步显示推荐区域2的理由,例如显示区域1和区域2在以下至少一个维度具有相似性:地形特征(例如可以显示以下信息:区域2的地形特征与区域1相同)、地图轮廓(例如可以显示以下信息:区域2的地图轮廓与区域1类似)、阵营分布(例如可以显示以下信息:区域2内的阵营分布与区域1内的阵营分布类似)、所发生的历史交互事件(例如可以显示以下信息:区域2内曾经发生的交互事件的类型以及规模与区域1类似),如此,可以有效节约用户查找虚拟场景中类似区域的时间,提升了用户的使用体验。
在一些实施例中,在显示第一提示信息之前,终端设备还可以执行以下处理:在人机交互界面中显示第一提示信息的推送设置控件,其中,推送设置控件包括以下至少之一:区域设置控件,用于设置虚拟场景中的允许介绍区域(即用户在控制第一阵营行进至距离该区域小于距离阈值的位置时,会在人机交互界面中显示该区域的提示信息)和禁止介绍区域(即用户在控制第一阵营行进至距离该区域小于距离阈值的位置时,不会在人机交互界面中显示该区域的提示信息),其中,允许介绍区域中发生的交互事件能够通过对应的介绍信息进行介绍,禁止介绍区域中发生的交互事件不能通过对应的介绍信息进行介绍;数据格式设置控件,用于设置允许推送的数据格式,其中,数据格式包括以下至少之一:视频、图片、文字;事件类型设置控件,用于设置允许推送的事件类型,其中,事件类型包括以下至少之一:第一账号参与的交互事件、与第一账号具有社交关系的第二账号参与的交互事件、热度达到热度阈值的交互事件(例如持续时长大于持续时长的交互事件、参与阵营的数量大于数量阈值的交互事件、参与对象的数量大于数量阈值的交互事件),其中,第一账号用于在人机交互界面登录以控制第一阵营包括的至少一个虚拟对象;时段设置控件,用于设置允许或者禁止推送的时段(例如在控制第一阵营行进的过程中允许推送,在第一阵营与其他阵营进行战斗的过程中禁止推送)。
在另一些实施例中,参见图5B,图5B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,如图5B所示,在执行完图3示出的步骤303之后,还可以执行图5B示出的步骤306和步骤307,将结合图5B示出的步骤进行说明。
在步骤306中,响应于第一交互事件的详情信息未被查看,且第一阵营再次行进至距离第一区域小于距离阈值的第一位置,屏蔽显示第一区域的第一提示信息。
在一些实施例中,第一提示信息可以是承载于信息展示控件中的,其中,信息展示
控件包括详情入口和关闭入口,当终端设备接收到用户针对关闭入口的点击操作、或者在设定时长内未接收到用户针对详情入口的点击操作(即第一交互事件的详情信息未被查看),说明用户对于第一交互事件不感兴趣,则终端设备在检测到第一阵营再次行进至距离第一区域小于距离阈值的第一位置时,可以屏蔽显示第一区域的第一提示信息,如此,可以避免向用户重复推送其不感兴趣的信息,提高了用户的使用体验。
在步骤307中,显示第一区域中发生的新交互事件的详情信息。
这里,新交互事件是指在第一阵营离开第一区域的期间发生的交互事件。
在一些实施例中,承接上述示例,终端设备在检测到第一阵营再次进行至距离第一区域小于距离阈值的第一位置,在屏蔽显示第一区域的第一提示信息的同时,可以在人机交互界面中显示第一区域中发生的新交互事件的详情信息,例如显示用于介绍新交互事件的视频,如此,通过向用户推送新交互事件的详情信息,一方面能够丰富虚拟场景的互动方式,另一方面也能够提高用户的游戏体验。
在另一些实施例中,终端设备在显示第一区域的第一提示信息之前,还可以执行以下处理:将第一交互事件的特征(例如类型、规模等)与第一账号的标签集合进行匹配,其中,第一账号用于在人机交互界面登录以控制第一阵营包括的至少一个虚拟对象;响应于标签集合中存在与第一交互事件的特征匹配的标签,转入执行显示第一区域的第一提示信息的处理;响应于标签集合中不存在与第一交互事件的特征匹配的标签,屏蔽显示第一区域的第一提示信息(即不显示第一区域的第一提示信息)。
示例的,以第一交互事件为交互事件1为例,终端设备在检测到第一阵营与第一区域之间的距离小于距离阈值时,可以首先将交互事件1的特征与第一账号的标签集合进行匹配;当标签集合中存在与交互事件1的特征匹配的标签时,说明交互事件1是用户感兴趣的交互事件,则可以在人机交互界面中显示第一区域的第一提示信息;当标签集合中不存在与交互事件1的特征匹配的标签时,说明交互事件1不是用户感兴趣的交互事件,则不在人机交互界面中显示第一区域的第一提示信息,如此,通过仅对用户推送其感兴趣的交互事件,在节约终端设备和服务器的计算资源和通信资源的同时,能够进一步提升用户的使用体验。
下面对第一账号的标签集合的确定过程进行说明。
在一些实施例中,终端设备可以通过以下方式确定第一账号的标签集合:获取第一账号的多个维度的信息,其中,多个维度的信息包括:浏览信息(例如可以对所获取的浏览信息进行关键词提取处理,将提取出的关键词作为对应的标签)、行为习惯(例如可以对用户的行为习惯进行分析,将得到的用户的特征数据作为对应的标签)、在虚拟场景中使用频率达到频率阈值的策略(例如可以对玩家常用的游戏策略进行分析,从而得到用户对应的标签,例如当玩家在游戏中经常使用进攻策略时,可以将“喜欢战斗”作为该玩家对应的标签)、控制第一阵营停留的时长达到时长阈值的区域(即玩家在游戏中常用的停留地点,例如可以对玩家在游戏中常用的停留地点进行分析,得到该玩家对应的标签,例如假设玩家经常将自己控制的阵营中的虚拟对象停留在战斗区域,表明该玩家喜欢与其他玩家进行战斗,则可以将“喜欢战斗”作为该玩家对应的标签)、以及第一账号关注的信息分类(例如可以直接将用户关注的信息分类作为其对应的标签,例如假设用户关注了如何快速击败敌对阵营,则可以将“喜欢战斗”作为该玩家对应的标签);对多个维度的信息分别进行标签提取处理,对应得到多个标签;对多个标签进行去重处理(即对于相同类型的标签仅保留一个),得到第一账号的标签集合。
在另一些实施例中,当第一交互事件的数量为多个,且标签集合中存在与第二数量的第一交互事件的特征分别匹配的标签时,终端设备还可以执行以下处理:对第二数量的第一交互事件进行排序,得到排序结果,其中,第二数量小于或等于多个第一交互事
件的总数,排序的方式包括:第二数量的第一交互事件的规模的降序、第二数量的第一交互事件的发生时间与当前时间的差值从小到大的顺序,排序结果用于指示第二数量的第一交互事件的详情信息的显示优先级。
示例的,假设在第一区域内曾经发生了5件第一交互事件,分别为交互事件1、交互事件2、交互事件3、交互事件4和交互事件5,同时假设第一账号的标签集合中存在与交互事件2、以及交互事件4的特征分别匹配的标签(即说明交互事件2和交互事件4都是用户感兴趣的交互事件),则终端设备还可以执行以下处理:对交互事件2和交互事件4进行排序,得到排序结果,其中,排序的方式包括:交互事件2和交互事件4的规模的降序,例如假设交互事件2的持续时长为5分钟,交互事件4的持续时长为10分钟,则这两个交互事件的排序结果为:交互事件4、交互事件2。当然,也可以根据交互事件2和交互事件4的发生时间与当前时间的差值从小到大的顺序进行排序,例如假设交互事件2是发生在5天之前,交互事件4是发生在7天之前,则这两个交互事件的排序结果为:交互事件2、交互事件4。此外,需要说明的是,排序结果是用于指示交互事件2和交互事件4的详情信息的显示优先级的,例如当排序结果为:交互事件4、交互事件2,则终端设备在接收到第一提示信息的触发操作时,首先显示交互事件4的详情信息,当交互事件4的详情信息的显示时长大于显示时长阈值、或者接收到针对交互事件4的详情信息的关闭操作时,显示交互事件2的详情信息。
在一些实施例中,虚拟场景中每个曾经发生过交互事件的区域均具有对应的标识,则终端设备在接收到针对第一提示信息的触发操作(例如第一提示信息可以是承载于信息展示控件中的,其中,信息展示控件包括详情入口,终端设备在接收到用户针对详情入口的点击操作)之后,还可以执行以下处理:基于第一区域的标识,从数据库中查询在第一区域内曾经发生的第一交互事件的详情信息,其中,数据库中预先存储有虚拟场景中的每个区域分别对应的标识、以及在每个区域内曾经发生过的交互事件的详情信息。
示例的,以第一区域为虚拟场景中的区域1为例,终端设备在接收到用户针对区域1的提示信息的触发操作之后,可以基于区域1的标识(例如编号),从数据库中查询在区域1内曾经发生过的第一交互事件的详情信息,并基于查询得到的详情信息在人机交互界面中进行显示。
本申请实施例提供的虚拟场景的互动处理方法,当用户在控制第一阵营行进至距离虚拟场景中曾经发生过交互事件的区域(例如第一区域)小于距离阈值的第一位置时,可以在人机交互界面中显示第一区域的第一提示信息,如此,一方面可以提高用户查看虚拟场景中曾经发生过的交互事件的效率,另一方面通过推送与区域绑定的交互事件的提示信息,也丰富了虚拟场景的互动方式,进而提升了用户的游戏体验。
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。
本申请实施例提供一种虚拟场景的互动处理方法,在策略类(SLG,Simulation Game)游戏中,记录玩家历史战役(对应于上述的交互事件)的视频或文字信息(对应于上述的交互事件的详情信息),存储于数据库中,当玩家指挥队伍(对应于上述的阵营)在地图中进行战斗行军,途径某些区域时,在地图上显示提示信息,并且当接收到针对提示信息的触发操作时,可以显示交互事件的详情信息,例如与玩家自身相关的视频或者文字信息,包括玩家自身、玩家的好友、玩家所在的联盟、敌人或者特别关注的其他玩家参与的历史战斗事件的详情信息。
下面对本申请实施例提供的虚拟场景的互动处理方法进行具体说明。
在一些实施例中,在SLG游戏大地图中,玩家在指挥队伍进行行军的过程中途径地图的某些区域时,会出现可触控的提示信息,同时可以控制单屏显示的提示信息的数量(例如每屏最多显示3个提示信息),玩家可以选择点击查看或者关闭提示信息(玩
家可以自行选择,不强制玩家必须进行查看),当接收到玩家针对提示信息的点击操作时,可以显示弹窗,并在弹窗中显示与玩家自身或其他玩家相关、且符合玩家自身行为偏好的战斗事件的详情信息(例如用于介绍该战斗事件的视频、图文等)。如此,玩家可以通过查看推送信息,获取战斗经验,从而探索出更多的策略可能。此外,也能够让玩家能明显地感受到当前实力的提升,同时通过观看不同玩家在此地发生的有趣事件,能够提升游戏的趣味性。
下面对游戏中某个区域曾经发生过的事件的记录方式进行说明。
在一些实施例中,针对游戏中的某个区域,可以将在该区域内曾经发生的所有交互事件(下文中简称为事件)都上传至服务器(例如云端)进行保存,同时将云端数据库中存储的事件与游戏中对应的区域进行绑定,即对游戏中事件发生的区域进行编号,从而可以对云端数据库中存储的多个事件,根据事件发生地进行区分。
示例的,参见图6A,图6A是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图6A示出的步骤进行说明。
在步骤601A中,客户端获取在区域内曾经发生的事件的信息。
在一些实施例中,以游戏中的区域1为例,客户端可以获取在区域1内曾经发生过的所有事件(例如在过去一个月内曾经发生的所有事件)的信息(例如包括事件的状态、以及玩家的操作指令等)。
在步骤602A中,客户端将信息上传至云端并编号。
在一些实施例中,仍以游戏中的区域1为例,客户端在获取到在区域1内曾经发生的所有事件的信息之后,可以将所获取的信息发送至服务器(例如云端),以在云端数据库中进行存储。同时,云端服务器还可以对游戏中的区域1进行编号,例如假设区域1对应的序号为“1”,则可以将在区域1内发送的事件与序号“1”进行绑定。
在另一些实施例中,针对游戏中的某个区域,也可以仅仅将在该区域内发生的经典战役(例如持续时长超过时长阈值的事件)上传至云端进行存储。
示例的,参见图6B,图6B是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图6B示出的步骤进行说明。
在步骤601B中,客户端获取在区域内曾经发生的事件的信息。
在一些实施例中,以游戏中的区域1为例,客户端可以获取在区域1内曾经发生过的所有事件(例如在过去一个月内曾经发生的所有事件)的信息(例如包括事件的状态、以及玩家的操作指令等)。
在步骤602B中,客户端判断事件的持续时长是否超过X分钟,如果没有超过,则执行步骤603B和步骤604B;如果超过,则执行步骤605B和步骤606B。
在一些实施例中,客户端在获取到在区域1内曾经发生的所有事件之后,还可以针对每个事件执行以下处理:判断该事件的持续时长是否超过X分钟,其中,X的取值可以是由策划人员进行配置,例如可以是5或者10。
在步骤603B中,客户端将事件判定为非经典战役。
在步骤604B中,客户端删除事件的信息。
在一些实施例中,针对持续时长不超过X分钟的事件,客户端可以将其判定为非经典战役,同时还可以删除该事件的信息。
在步骤605B中,客户端将事件判定为经典战役。
在步骤606B中,客户端将事件的信息上传至云端并编号。
在一些实施例中,针对持续时长超过X分钟的事件,客户端可以将其判定为经典战役,并将该事件的信息上传至云端进行存储。同时,云端服务器还可以针对该事件在游戏中的发生地(例如区域1)进行编号,从而将云端数据库中存储的事件与游戏中对应
区域进行绑定。
在一些实施例中,玩家在控制队伍在SLG游戏大地图中行军时,途径某些区域时,会触发大数据信息推送,其中,推送信息可以是玩家自身参与的历史战斗事件,或者是玩家关注的其他玩家参与的历史战斗事件,也可以是经过大数据精准推送得到的历史战斗事件,例如通过分析玩家的游戏行为偏好推送的其他玩家在该区域发生的名场面(例如持续时长超过时长阈值的战斗事件)等。
示例的,参见图4A,图4A是本申请实施例提供的虚拟场景的互动处理方法的应用场景示意图,如图4A所示,当玩家控制第一阵营401到达与第一区域402之间的距离小于距离阈值的第一位置时,可以显示第一区域的第一提示信息403,例如“你此处有一段回忆”,其中,第一提示信息403是承载于信息展示控件404中的,信息展示控件404包括详情入口405和关闭入口406;当接收到针对详情入口405的点击操作时,显示弹窗407,并在弹窗407中显示用于介绍历史战役的视频408;当接收到针对关闭入口406的点击操作时,可以取消显示信息展示控件404。
在一些实施例中,服务器还可以预先建立游戏历史行为数据库,例如采集游戏中所有玩家的历史战斗事件,将历史战斗事件的信息上传至云端数据库中并进行编号,随后当玩家的一些角色行为触发某个区域对应的序号时,可以将云端数据库中存储的与该区域绑定的历史战斗事件的信息推送给玩家。
示例的,参见图7,图7是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图7示出的步骤进行说明。
在步骤701中,客户端获取在区域内曾经发生的事件的信息。
在一些实施例中,针对游戏中每个曾经发生过事件的区域,客户端可以获取在该区域内发生的事件的信息。
在步骤702中,客户端将事件的信息上传至云端并编号。
在一些实施例中,针对游戏中曾经发生过事件的每个区域,客户端可以仅仅将在该区域内发生的持续时长超过时长阈值的部分事件的信息上传至云端进行存储,并针对游戏中的每个曾经发生过事件的区域(即事件发生地)进行编号,例如假设在游戏中总存在10个曾经发生过事件的区域,分别为区域1至区域10,则可以对这10个区域进行编号,例如假设这10个区域分别对应的序号为1至10,即区域1对应序号“1”、区域2对应序号“2”,以此类推,区域10对应序号“10”。
在步骤703中,客户端向云端发送玩家指挥的队伍途径的区域的序号。
在一些实施例中,当客户端检测到玩家在指挥队伍行军的过程中途径地图中的区域1时(例如客户端检测到玩家指挥的队伍与区域1之间的距离小于距离阈值),向云端服务器发送区域1的序号。
在步骤704中,云端向客户端发送在序号对应的区域内发生的事件的信息。
在一些实施例中,承接上述示例,云端服务器在接收到客户端发送的区域1的序号后,可以基于区域1的序号,从数据库中查询与区域1的序号绑定的事件(即在步骤702中上传的在区域1内发生的事件)的信息,并将查询得到的事件的信息返回给玩家所在的客户端,以在客户端的人机交互界面中进行显示。
在另一些实施例中,参见图8,图8是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图8示出的步骤进行说明。
在步骤801中,服务器建立玩家游戏行为数据库。
在一些实施例中,服务器可以获取玩家的历史操作信息和玩家的偏好行为信息,并基于历史操作信息和偏好行为信息建立玩家的游戏行为数据库,其中,偏好行为信息包括:玩家的浏览信息偏好、游戏行为习惯、玩家常用策略、玩家指挥的队伍在地图中的
停留地点、玩家所关注的信息分类等。
在步骤802中,服务器对玩家的游戏行为进行分析。
在步骤803中,服务器基于分析结果,得到玩家的兴趣行为标签。
在一些实施例中,服务器可以采集玩家的历史操作信息,并从历史操作信息中提取获得玩家的兴趣行为标签,例如服务器可以分别对玩家的浏览信息、行为习惯、常用策略、停留地点、以及玩家关注的信息分类进行分析,对应得到玩家的多个兴趣行为标签(下文中简称为标签)。
在步骤804中,服务器对多个标签进行整合,得到玩家可推送的标签集合。
在步骤805中,服务器生成推送排序表。
在一些实施例中,服务器在得到玩家的兴趣行为标签之后,可以对云端数据库中存储的多个事件赋予对应的可推送标签和不可推送标签,例如假设某个玩家喜欢与敌对阵营进行战斗,那么该玩家就会有一个“好战”的兴趣标签,那么就可以将云端数据库中存储的与战斗相关的事件赋予对应的可推送标签(即说明这些事件是该玩家感兴趣的事件),而对于其他类型的事件赋予不可推送标签(即说明这些事件是该玩家不感兴趣的事件)。随后服务器可以从云端数据库中挑选出被赋予可推送标签的多个事件,即基于被挑选出的多个事件建立推送排序表。
在步骤806中,服务器分析获取有效推送点。
在一些实施例中,服务器可以基于数据库中存储的玩家的历史操作信息,分析得到有效推送时段(例如玩家指挥队伍在该区域停留的时间段、或者玩家在指挥队伍途径该区域的前后设定的时间段,例如前后10秒)和区域,在有效时间段按照推送排序表向玩家进行推送。
在另一些实施例中,可以在SLG游戏大地图中设定固定的触发区域(例如玩家高频操作或者战斗区域),并将云端数据库中存储的事件与游戏中对应的区域进行绑定,即将事件发生地进行编号,例如对于区域X,玩家的精准推送条件为Y,那么当玩家指挥队伍经过区域X时,服务器可以从云端数据库中读取在区域X发生的战斗事件或者其他趣味事件,同时根据玩家的推送条件Y在数据库中锁定内容,最后将同时满足区域X和推送条件Y的事件的信息推送给玩家。
示例的,参见图9,图9是本申请实施例提供的虚拟场景的互动处理方法的流程示意图,将结合图9示出的步骤进行说明。
在步骤901中,服务器接收客户端发送的区域X的标识。
在一些实施例中,当客户端检测到玩家指挥队伍经过区域X时,可以向服务器发送区域X的标识,以使服务器基于区域X的标识,在云端数据库中进行查询。
在步骤902中,服务器判断云端数据库中是否存储有在区域X内曾经发生的事件;若没有,则执行步骤903;若有,则执行步骤904。
在步骤903中,服务器确定不生成推送信息。
在一些实施例中,当服务器基于区域X的标识,在云端数据库中没有查询到曾经在区域X发生的战斗事件或者其他趣味事件时,确定不生成推送信息。
在步骤904中,服务器判断是否有满足条件Y的事件;若没有,则执行步骤905;若有,则执行步骤906。
在步骤905中,服务器确定不生成推送信息。
在步骤906中,服务器生成推送信息。
在一些实施例中,当服务器基于区域X的标识,在云端数据库中查询到曾经在区域X发生的战斗事件或者其他趣味事件时,可以进一步判断查询得到的事件是否满足玩家的推送条件Y,例如可以判断查询得到的事件的类型是否与玩家的兴趣行为标签是否匹
配;当不匹配时,服务器确定不生成推送信息;当匹配时,服务器可以生成推送信息,从而将同时满足区域X和推送条件Y的事件推送给玩家。
本申请实施例提供的虚拟场景的互动处理方法,可以在SLG游戏的大地图行军中应用,玩家在控制队伍进行行军的过程中,途径某些区域时,可以触发在该区域曾经发生的历史战斗事件,从而可以获得更多有意思的信息,丰富了游戏中的互动方式,避免游戏流水化和缺少更多趣味探索性,同时能够有效提高玩家活跃度、提升玩家粘性和玩家的游戏体验。
下面继续说明本申请实施例提供的虚拟场景的互动处理装置555的实施为软件模块的示例性结构,在一些实施例中,如图2所示,存储在存储器550的虚拟场景的互动处理装置555中的软件模块可以包括:显示模块5551。
显示模块5551,配置为在人机交互界面中显示虚拟场景,其中,虚拟场景包括多个阵营,每个阵营包括至少一个虚拟对象;显示模块5551,还配置为响应于针对第一阵营的行进控制操作,显示第一阵营在虚拟场景中行进;显示模块5551,还配置为响应于第一阵营行进至第一位置,且第一位置与虚拟场景中的第一区域之间的距离小于距离阈值,显示第一区域的第一提示信息,其中,第一提示信息表征在第一区域内曾经发生过多个阵营之间的第一交互事件。
在一些实施例中,第一交互事件的类型包括以下至少之一:第一账号参与的交互事件、与第一账号具有社交关系的第二账号参与的交互事件、任意账号参与的热度达到热度阈值的交互事件;其中,第一账号用于在人机交互界面登录以控制第一阵营。
在一些实施例中,第一提示信息承载于信息展示控件中,信息展示控件包括详情入口和关闭入口;显示模块5551,还配置为响应于针对详情入口的触发操作,显示第一交互事件的详情信息;虚拟场景的互动处理装置555还包括停止模块5552,配置为响应于针对关闭入口的触发操作,停止显示第一提示信息。
在一些实施例中,显示模块5551,还配置为响应于第一阵营行进至第一位置,且第一位置与虚拟场景中的第一区域之间的距离小于距离阈值,在以下至少一个时间段中显示第一区域的第一提示信息:从第一位置行进至到达第一区域的边界的第一时间段;在第一区域中停留的第二时间段;离开第一区域并行进至第二位置的第三时间段。
在一些实施例中,当显示模块5551在显示第一区域的第一提示信息时,还配置为执行以下处理之一:响应于第一交互事件的详情信息未被查看,根据区域排序方式切换显示位于第一区域的下一个区域的提示信息;响应于第一交互事件的详情信息被查看,且第一交互事件的详情信息的显示时长达到显示时长阈值,根据区域排序方式切换显示位于第一区域的下一个区域的提示信息。
在一些实施例中,区域排序方式包括:多个区域与第一阵营之间的距离从小到大的顺序;多个区域分别对应的得分的降序,其中,每个区域的得分是通过区域的以下信息至少之一确定的:第一阵营是否曾经到达过区域、在区域内曾经发生过的交互事件的特征与第一账号的特征之间的相似度、在区域内曾经发生过的交互事件的规模;其中,第一账号用于在人机交互界面登录以控制第一阵营。
在一些实施例中,当显示模块5551在显示第一区域的第一提示信息时,还配置为执行以下处理:显示位于第一阵营的行进路线的至少一侧的多个区域分别对应的提示信息;或者,显示第一阵营的视野范围内的多个区域分别对应的提示信息。
在一些实施例中,虚拟场景的互动处理装置555还包括确定模块5553和排序模块5554,其中,确定模块5553,配置为当多个区域的数量大于数量阈值时,确定多个区域的得分;排序模块5554,配置为根据多个区域的得分进行降序排序,得到降序排序结果;显示模块5551,还配置为显示降序排序结果中从首位开始的第一数量的区域分别对应的
提示信息,以替代显示多个区域分别对应的提示信息,其中,第一数量小于多个区域的总数;其中,确定模块5553,还配置为通过以下方式确定每个区域的得分:分别对第一阵营是否曾经到达过区域、在区域内曾经发生过的交互事件与第一账号的特征之间的相似度、以及在区域内曾经发生过的交互事件的规模进行量化处理,对应得到多个量化值,其中,第一账号用于在人机交互界面登录以控制第一阵营;对多个量化值进行加权求和处理,将得到的加权求和结果确定为区域的得分。
在一些实施例中,确定模块5553,还配置为当多个区域的数量大于数量阈值时,确定多个区域的得分;排序模块5554,还配置为根据多个区域的得分进行降序排序,得到降序排序结果;显示模块5551,还配置为显示降序排序结果中从首位开始的第一数量的区域分别对应的提示信息,以替代显示多个区域分别对应的提示信息,其中,第一数量小于多个区域的总数;其中,确定模块5553,还配置为通过以下方式确定每个区域的得分:基于区域的信息调用机器学习模型进行预测处理,得到区域的得分,其中,机器学习模型是基于多个样本区域进行训练得到的,多个样本区域的初始得分是采用规则计算得到的,并且针对多个样本区域中后续被查看的样本区域,增加被查看的样本区域的得分,针对多个样本区域中后续未被查看的样本区域,减小未被查看的样本区域的得分,并将得分更新后的多个样本区域作为新的样本区域迭代训练机器学习模型。
在一些实施例中,当第一区域内曾经发生过不同类型的第一交互事件时,显示模块5551,还配置为在第一提示信息中显示不同类型的第一交互事件分别对应的详情入口;以及配置为响应于针对任一类型的第一交互事件对应的详情入口的触发操作,显示任一类型的第一交互事件的详情信息。
在一些实施例中,当第一区域内曾经发生过不同类型的第一交互事件时,显示模块5551,还配置为响应于针对第一提示信息的触发操作,显示不同类型的第一交互事件分别对应的详情入口;以及配置为响应于针对任一类型的第一交互事件对应的详情入口的触发操作,显示任一类型的第一交互事件的详情信息。
在一些实施例中,当显示模块5551在显示第一区域的第一提示信息时,还配置为执行以下处理:响应于第一区域内曾经发生过的第一交互事件的数量小于数量阈值,且第一阵营当前未与其他阵营发生交互,显示第一交互事件的详情信息,以替代显示第一提示信息,其中,详情信息用于介绍第一交互事件;停止模块5552,还配置为响应于针对第一交互事件的详情信息的关闭操作或第一交互事件的详情信息的显示时长达到显示时长阈值,停止显示第一交互事件的详情信息。
在一些实施例中,显示模块5551,还配置为响应于虚拟场景中的第二区域与第一区域之间具有相似性,在第一提示信息中显示第二区域的第二提示信息,其中,第二提示信息表征在第二区域内曾经发生过多个阵营之间的第二交互事件,以及用于显示第一区域和第二区域在以下至少一个维度具有相似性:地形特征、地图轮廓、阵营分布、所发生的历史交互事件。
在一些实施例中,显示模块5551,还配置为在人机交互界面中显示第一提示信息的推送设置控件,其中,推送设置控件包括以下至少之一:区域设置控件,配置为设置虚拟场景中的允许介绍区域和禁止介绍区域,其中,允许介绍区域中发生的交互事件能够通过对应的介绍信息进行介绍,禁止介绍区域中发生的交互事件不能通过对应的介绍信息进行介绍;数据格式设置控件,配置为设置允许推送的数据格式,数据格式包括以下至少之一:视频、图片、文字;事件类型设置控件,配置为设置允许推送的事件类型,事件类型包括以下至少之一:第一账号参与的交互事件、与第一账号具有社交关系的第二账号参与的交互事件、热度达到热度阈值的交互事件,其中,第一账号用于在人机交互界面登录以控制第一阵营;时段设置控件,用于设置允许或者禁止推送的时段。
在一些实施例中,虚拟场景的互动处理装置555还包括屏蔽模块5555,配置为响应于第一交互事件的详情信息未被查看,且第一阵营再次行进至距离第一区域小于距离阈值的第一位置,屏蔽显示第一区域的第一提示信息;显示模块5551,还配置为显示第一区域中发生的新交互事件的详情信息,其中,新交互事件是在第一阵营离开第一区域的期间发生的。
在一些实施例中,虚拟场景的互动处理装置555还包括匹配模块5556和转入模块5557,其中,匹配模块5556,配置为显示模块5551在显示第一区域的第一提示信息之前,将第一交互事件的特征与第一账号的标签集合进行匹配,其中,第一账号用于在人机交互界面登录以控制第一阵营包括的至少一个虚拟对象;转入模块5557,配置为响应于标签集合中存在与第一交互事件的特征匹配的标签,转入执行显示第一区域的第一提示信息的处理;屏蔽模块5555,还配置为响应于标签集合中不存在与第一交互事件的特征匹配的标签,屏蔽显示第一区域的第一提示信息。
在一些实施例中,当第一交互事件的数量为多个,且标签集合中存在与第二数量的第一交互事件的特征分别匹配的标签时,排序模块5554,还配置为对第二数量的第一交互事件进行排序,得到排序结果,其中,第二数量小于或等于多个第一交互事件的总数,排序的方式包括:第二数量的第一交互事件的规模的降序、第二数量的第一交互事件的发生时间与当前时间的差值从小到大的顺序,排序结果用于指示第二数量的第一交互事件的详情信息的显示优先级。
在一些实施例中,确定模块5553,还配置为通过以下方式确定第一账号的标签集合:获取第一账号的多个维度的信息,其中,多个维度的信息包括:浏览信息、行为习惯、在虚拟场景中使用频率达到频率阈值的策略、控制第一阵营停留的时长达到时长阈值的区域、以及第一账号关注的信息分类;对多个维度的信息分别进行标签提取处理,对应得到多个标签;对多个标签进行去重处理,得到第一账号的标签集合。
在一些实施例中,虚拟场景中每个曾经发生过交互事件的区域均具有对应的标识;虚拟场景的互动处理装置555还包括查询模块5558,配置为在接收到针对第一提示信息的触发操作之后,基于第一区域的标识,从数据库中查询在第一区域内曾经发生过的第一交互事件的详情信息,其中,数据库中预先存储有虚拟场景中的每个区域分别对应的标识、以及在每个区域内曾经发生过的交互事件的详情信息。
需要说明的是,本申请实施例装置的描述,与上述方法实施例的描述是类似的,具有同方法实施例相似的有益效果,因此不做赘述。对于本申请实施例提供的虚拟场景的互动处理装置中未尽的技术细节,可以根据图3、图5A、或图5B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,该计算机程序产品包括计算机程序或计算机可执行指令,该计算机程序或计算机可执行指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机可执行指令,处理器执行该计算机可执行指令,使得该计算机设备执行本申请实施例上述的虚拟场景的互动处理方法。
本申请实施例提供一种存储有计算机可执行指令的计算机可读存储介质,其中存储有计算机可执行指令,当计算机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虚拟场景的互动处理方法,例如,如图3、图5A、或图5B示出的虚拟场景的互动处理方法。
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 (23)
- 一种虚拟场景的互动处理方法,由电子设备执行,所述方法包括:在人机交互界面中显示虚拟场景,其中,所述虚拟场景包括多个阵营,每个所述阵营包括至少一个虚拟对象;响应于针对第一阵营的行进控制操作,显示所述第一阵营在所述虚拟场景中的行进画面;响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,其中,所述第一提示信息表征在所述第一区域内曾经发生过所述多个阵营之间的第一交互事件。
- 根据权利要求1所述的方法,其中,所述第一交互事件的类型包括以下至少之一:第一账号参与的交互事件、与所述第一账号具有社交关系的第二账号参与的交互事件、任意账号参与的热度达到热度阈值的交互事件;其中,所述第一账号用于在所述人机交互界面登录以控制所述第一阵营。
- 根据权利要求1所述的方法,其中,所述第一提示信息承载于信息展示控件中,所述信息展示控件包括详情入口和关闭入口;所述方法还包括:响应于针对所述详情入口的触发操作,显示所述第一交互事件的详情信息;响应于针对所述关闭入口的触发操作,停止显示所述第一提示信息。
- 根据权利要求1所述的方法,其中,所述响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,包括:响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,在以下至少一个时间段中显示所述第一区域的第一提示信息:从所述第一位置行进至到达所述第一区域的边界的第一时间段;在所述第一区域中停留的第二时间段;离开所述第一区域并行进至第二位置的第三时间段。
- 根据权利要求1至4任一项所述的方法,其中,当显示所述第一区域的第一提示信息时,所述方法还包括:响应于所述第一交互事件的详情信息未被查看,根据区域排序方式切换显示位于所述第一区域的下一个区域的提示信息;响应于所述第一交互事件的详情信息被查看,且所述第一交互事件的详情信息的显示时长达到显示时长阈值,根据区域排序方式切换显示位于所述第一区域的下一个区域的提示信息。
- 根据权利要求5所述的方法,其中,所述区域排序方式包括:多个所述区域与所述第一阵营之间的距离从小到大的顺序;多个所述区域分别对应的得分的降序,其中,每个所述区域的得分是通过所述区域的以下信息至少之一确定的:所述第一阵营是否曾经到达过所述区域、在所述区域内曾经发生过的交互事件的特征与第一账号的特征之间的相似度、在所述区域内曾经发生过的交互事件的规模;其中,所述第一账号用于在所述人机交互界面登录以控制所述第一阵营。
- 根据权利要求1至5任一项所述的方法,其中,当显示所述第一区域的第一提示信息时,所述方法还包括:显示位于所述第一阵营的行进路线的至少一侧的多个区域分别对应的提示信息;或者,显示所述第一阵营的视野范围内的多个区域分别对应的提示信息。
- 根据权利要求7所述的方法,其中,当所述多个区域的数量大于数量阈值时,所述方法还包括:确定所述多个区域的得分,并根据所述多个区域的得分进行降序排序,得到降序排序结果;显示所述降序排序结果中从首位开始的第一数量的区域分别对应的提示信息,以替代显示所述多个区域分别对应的提示信息,其中,所述第一数量小于所述多个区域的总数;其中,每个所述区域的得分是通过以下方式确定的:分别对所述第一阵营是否曾经到达过所述区域、在所述区域内曾经发生过的交互事件与第一账号的特征之间的相似度、以及在所述区域内曾经发生过的交互事件的规模进行量化处理,对应得到多个量化值,其中,所述第一账号用于在所述人机交互界面登录以控制所述第一阵营;对所述多个量化值进行加权求和处理,将得到的加权求和结果确定为所述区域的得分。
- 根据权利要求7所述的方法,其中,当所述多个区域的数量大于数量阈值时,所述方法还包括:确定所述多个区域的得分,并根据所述多个区域的得分进行降序排序,得到降序排序结果;显示所述降序排序结果中从首位开始的第一数量的区域分别对应的提示信息,以替代显示所述多个区域分别对应的提示信息,其中,所述第一数量小于所述多个区域的总数;其中,每个所述区域的得分是通过以下方式确定的:基于所述区域的信息调用机器学习模型进行预测处理,得到所述区域的得分,其中,所述机器学习模型是基于多个样本区域进行训练得到的,所述多个样本区域的初始得分是采用规则计算得到的,并且针对所述多个样本区域中后续被查看的样本区域,增加所述被查看的样本区域的得分,针对所述多个样本区域中后续未被查看的样本区域,减小所述未被查看的样本区域的得分,并将得分更新后的所述多个样本区域作为新的样本区域迭代训练所述机器学习模型。
- 根据权利要求1至9任一项所述的方法,其中,当所述第一区域内曾经发生过不同类型的所述第一交互事件时,所述方法还包括:在所述第一提示信息中显示不同类型的所述第一交互事件分别对应的详情入口;响应于针对任一类型的所述第一交互事件对应的详情入口的触发操作,显示所述任一类型的所述第一交互事件的详情信息。
- 根据权利要求1至9任一项所述的方法,其中,当所述第一区域内曾经发生过不同类型的所述第一交互事件时,所述方法还包括:响应于针对所述第一提示信息的触发操作,显示不同类型的所述第一交互事件分别对应的详情入口;响应于针对任一类型的所述第一交互事件对应的详情入口的触发操作,显示所述任一类型的所述第一交互事件的详情信息。
- 根据权利要求1至9任一项所述的方法,其中,当显示所述第一区域的第一提示信息时,所述方法还包括:响应于所述第一区域内曾经发生过的所述第一交互事件的数量小于数量阈值,且所述第一阵营当前未与其他阵营发生交互,显示所述第一交互事件的详情信息,以替代显示所述第一提示信息,其中,所述详情信息用于介绍所述第一交互事件;响应于针对所述详情信息的关闭操作、或所述详情信息的显示时长达到显示时长阈值,停止显示所述第一交互事件的详情信息。
- 根据权利要求1至9任一项所述的方法,其中,所述方法还包括:响应于所述虚拟场景中的第二区域与所述第一区域之间具有相似性,在所述第一提示信息中显示所述第二区域的第二提示信息,其中,所述第二提示信息表征在所述第二区域内曾经发生过所述多个阵营之间的第二交互事件,以及显示所述第一区域和所述第二区域在以下至少一个维度具有所述相似性:地形特征、地图轮廓、阵营分布、所发生的历史交互事件。
- 根据权利要求1至9任一项所述的方法,其中,所述方法还包括:在所述人机交互界面中显示所述第一提示信息的推送设置控件,其中,所述推送设置控件包括以下至少之一:区域设置控件,用于设置所述虚拟场景中的允许介绍区域和禁止介绍区域,其中,所述允许介绍区域中发生的交互事件能够通过对应的介绍信息进行介绍,所述禁止介绍区域中发生的交互事件不能通过对应的介绍信息进行介绍;数据格式设置控件,用于设置允许推送的数据格式,所述数据格式包括以下至少之一:视频、图片、文字;事件类型设置控件,用于设置允许推送的事件类型,所述事件类型包括以下至少之一:第一账号参与的交互事件、与所述第一账号具有社交关系的第二账号参与的交互事件、热度达到热度阈值的交互事件,其中,所述第一账号用于在所述人机交互界面登录以控制所述第一阵营包括的至少一个虚拟对象;时段设置控件,用于设置允许或者禁止推送的时段。
- 根据权利要求1至9任一项所述的方法,其中,所述方法还包括:响应于所述第一交互事件的详情信息未被查看,且所述第一阵营再次行进至距离所述第一区域小于距离阈值的第一位置,屏蔽显示所述第一区域的第一提示信息,并显示所述第一区域中发生的新交互事件的详情信息,其中,所述新交互事件是在所述第一阵营离开所述第一区域的期间发生的。
- 根据权利要求1至9任一项所述的方法,其中,在显示所述第一区域的第一提示信息之前,所述方法还包括:将所述第一交互事件的特征与第一账号的标签集合进行匹配,其中,所述第一账号用于在所述人机交互界面登录以控制所述第一阵营;响应于所述标签集合中存在与所述第一交互事件的特征匹配的标签,转入执行显示所述第一区域的第一提示信息的处理;响应于所述标签集合中不存在与所述第一交互事件的特征匹配的标签,屏蔽显示所述第一区域的第一提示信息。
- 根据权利要求16所述的方法,其中,当所述第一交互事件的数量为多个,且所述标签集合中存在与第二数量的所述第一交互事件的特征分别匹配的标签时,所述方法还包括:对所述第二数量的所述第一交互事件进行排序,得到排序结果,其中,所述第二数量小于或等于多个所述第一交互事件的总数,所述排序的方式包括:所述第二数量的所 述第一交互事件的规模的降序、所述第二数量的所述第一交互事件的发生时间与当前时间的差值从小到大的顺序,所述排序结果用于指示所述第二数量的所述第一交互事件的详情信息的显示优先级。
- 根据权利要求16所述的方法,其中,所述方法还包括:通过以下方式确定所述第一账号的标签集合:获取所述第一账号的多个维度的信息,其中,所述多个维度的信息包括:浏览信息、行为习惯、在所述虚拟场景中使用频率达到频率阈值的策略、控制所述第一阵营停留的时长达到时长阈值的区域、以及所述第一账号关注的信息分类;对所述多个维度的信息分别进行标签提取处理,对应得到多个标签;对所述多个标签进行去重处理,得到所述第一账号的标签集合。
- 根据权利要求1至18任一项所述的方法,其中,所述虚拟场景中每个曾经发生过交互事件的区域均具有对应的标识;在接收到针对所述第一提示信息的触发操作之后,所述方法还包括:基于所述第一区域的标识,从数据库中查询在所述第一区域内曾经发生过的所述第一交互事件的详情信息,其中,所述数据库中预先存储有所述虚拟场景中的每个所述区域分别对应的标识、以及在每个所述区域内曾经发生过的交互事件的详情信息。
- 一种虚拟场景的互动处理装置,所述装置包括:显示模块,配置为在人机交互界面中显示虚拟场景,其中,所述虚拟场景包括多个阵营,每个所述阵营包括至少一个虚拟对象;所述显示模块,还配置为响应于针对第一阵营的行进控制操作,显示所述第一阵营在所述虚拟场景中行进;所述显示模块,还配置为响应于所述第一阵营行进至第一位置,且所述第一位置与所述虚拟场景中的第一区域之间的距离小于距离阈值,显示所述第一区域的第一提示信息,其中,所述第一提示信息表征在所述第一区域内曾经发生过所述多个阵营之间的第一交互事件。
- 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,实现权利要求1至19任一项所述的虚拟场景的互动处理方法。
- 一种计算机可读存储介质,存储有计算机可执行指令,所述计算机可执行指令被处理器执行时,实现权利要求1至19任一项所述的虚拟场景的互动处理方法。
- 一种计算机程序产品,包括计算机程序或计算机可执行指令,所述计算机程序或计算机可执行指令被处理器执行时,实现权利要求1至19任一项所述的虚拟场景的互动处理方法。
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