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WO2024131361A1 - 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 - Google Patents

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 Download PDF

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Publication number
WO2024131361A1
WO2024131361A1 PCT/CN2023/130011 CN2023130011W WO2024131361A1 WO 2024131361 A1 WO2024131361 A1 WO 2024131361A1 CN 2023130011 W CN2023130011 W CN 2023130011W WO 2024131361 A1 WO2024131361 A1 WO 2024131361A1
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WO
WIPO (PCT)
Prior art keywords
virtual
member account
target
prop
recommendation
Prior art date
Application number
PCT/CN2023/130011
Other languages
English (en)
French (fr)
Inventor
王子奕
叶成豪
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2024131361A1 publication Critical patent/WO2024131361A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling 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 using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

Definitions

  • the present application relates to the field of computer human-computer interaction technology, and in particular to a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene.
  • Display technology based on graphics processing hardware has expanded the channels for perceiving the environment and obtaining information, especially the display technology of virtual scenes. It can realize diversified interactions between virtual objects controlled by users or artificial intelligence according to actual application needs, and has various typical application scenarios. For example, in the virtual scenes of games, it can simulate the real battle process between virtual objects.
  • the equipment in the game is a core set of functions.
  • the correct equipment can achieve twice the result with half the effort.
  • the correct equipment often brings victory to the team, and some mechanisms in the game require players (i.e. virtual objects controlled by players) to wear corresponding equipment.
  • players i.e. virtual objects controlled by players
  • some players cannot buy the correct equipment, and there will be a need for players to tell other players which equipment to buy.
  • equipment recommendations are usually made by players through typing or voice communication, which has low recommendation efficiency and strong limitations. For example, even if a novice player is informed of the equipment to be purchased, the novice player may not be able to find the specific location of the equipment due to unfamiliarity with the game.
  • the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can improve the recommendation efficiency and equipment efficiency of virtual props in the virtual scene, and save resource overhead of terminal devices and servers.
  • the embodiment of the present application provides a method for interactive processing of a virtual scene, which is executed by an electronic device and includes:
  • a recommendation message is sent to the selected at least one target second member account, wherein the recommendation message carries an acquisition entry corresponding to the at least one target virtual prop in the virtual prop warehouse.
  • the embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
  • a display module configured to display a virtual prop warehouse logged in based on a first member account in the virtual scene, wherein the virtual prop warehouse includes a plurality of virtual props;
  • the display module is further configured to display at least one second member account in the virtual scene in a vicinity of at least one target virtual prop in a selected state in response to a prop selection operation, wherein the second member account is any member account other than the first member account;
  • the sending module is configured to send a recommendation message to at least one selected target second member account in response to a member account selection operation, wherein the recommendation message carries an acquisition entry corresponding to the at least one target virtual prop in the virtual prop warehouse.
  • the embodiment of the present application provides a method for interactive processing of a virtual scene, which is executed by an electronic device and includes:
  • the recommendation message carries an acquisition entry corresponding to at least one target virtual prop in the virtual prop warehouse, and the target virtual prop is a virtual prop selected by the first member account in the virtual prop warehouse;
  • the at least one target virtual prop is equipped to at least one virtual object controlled by the second member account.
  • the embodiment of the present application provides an interactive processing device for a virtual scene, comprising:
  • a display module configured to display a virtual scene, wherein the virtual scene is logged with a second member account
  • the display module is further configured to display at least one recommendation message sent by at least one first member account in the virtual scene, wherein the recommendation message carries an acquisition entry corresponding to at least one target virtual prop in the virtual prop warehouse, and the target virtual prop is a virtual prop selected by the first member account in the virtual prop warehouse;
  • the equipment module is configured to equip the at least one target virtual prop to at least one virtual object controlled by the second member account in response to a trigger operation on the acquisition entry in the at least one recommendation message.
  • An embodiment of the present application provides an electronic device, including:
  • a memory for storing executable instructions
  • the processor is used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executing the executable instructions stored in the memory.
  • An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for implementing the interactive processing method of a virtual scene provided in the embodiment of the present application when executed by a processor.
  • An embodiment of the present application provides a computer program product, including a computer program or computer executable instructions, which are used to implement the interactive processing method of the virtual scene provided in the embodiment of the present application when executed by a processor.
  • At least one second member account to be recommended is displayed in the vicinity of the target virtual prop. Then, after selecting the target second member account to be recommended, a recommendation message carrying an acquisition entry for the corresponding target virtual prop is sent to the target second member account.
  • the player associated with the target second member account can quickly equip the virtual object controlled by him/her with the target virtual prop by obtaining the entry, thereby improving the recommendation efficiency and equipment efficiency of the virtual props, and further improving the player's gaming experience.
  • the game process is accelerated, thereby effectively saving the resource overhead of the terminal device and the server.
  • FIG1 is a schematic diagram of the architecture of a virtual scene interactive processing system 100 provided in an embodiment of the present application.
  • FIG2A is a schematic diagram of the structure of a first terminal device 400 provided in an embodiment of the present application.
  • FIG2B is a schematic diagram of the structure of a second terminal device 500 provided in an embodiment of the present application.
  • FIG3 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.
  • 4A to 4E are schematic diagrams of application scenarios of the interactive processing method of a virtual scene provided in an embodiment of the present application.
  • FIG5 is a schematic diagram of a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application
  • FIG6 is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application.
  • FIG7 is a schematic diagram of sorting multiple teammate portraits provided in an embodiment of the present application.
  • FIGS. 8A and 8B are schematic diagrams of application scenarios of the interactive processing method of a virtual scene provided in an embodiment of the present application.
  • FIG9 is a schematic diagram of a switching display principle of multiple recommendation messages provided in an embodiment of the present application.
  • FIG10 is a schematic diagram of a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.
  • FIG. 11 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application.
  • first ⁇ second ⁇ are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that “first ⁇ second ⁇ " can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present 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 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 can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
  • the embodiment of the present application does not limit the dimension of the virtual scene.
  • the virtual scene may include the sky, land, ocean, etc.
  • the land may include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.
  • Virtual objects images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene.
  • the movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as characters and animals displayed in a virtual scene.
  • the virtual object can be a virtual image in a virtual scene that represents a user.
  • a virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • Virtual props also known as game props or game items, are a general term for various virtual items in the game. There are many different types of game props, and their uses are also varied. Game props are commonly seen in many types of games, and various props are used in combat, life, leisure and other aspects of the game. The types of game props can generally be divided into: equipment props (i.e. game equipment, which are props that game characters can equip, affecting the attribute data and combat capabilities of game characters), consumable props (consumable props will be consumed after use, one less, such as various recovery potions, teleportation props, etc.), material props (some materials dedicated to the game's manufacturing system or reinforcement system, such as various ores and furs used in manufacturing).
  • equipment props i.e. game equipment, which are props that game characters can equip, affecting the attribute data and combat capabilities of game characters
  • consumable props consumable props will be consumed after use, one less, such as various recovery potions, teleportation props, etc.
  • the embodiments of the present application provide a method, device, electronic device, computer-readable storage medium and computer program product for interactive processing of a virtual scene, which can improve the recommendation efficiency and equipment efficiency of virtual props.
  • the following describes an exemplary application of the electronic device provided by the embodiment of the present application.
  • the electronic device provided by the embodiment of the present application can be implemented as a terminal device (including a first terminal device and a second terminal device, wherein the first terminal device is a terminal device associated with the sender of the recommendation message, and the second terminal device is a terminal device associated with the recipient of the recommendation message), or implemented in collaboration with a terminal device and a server.
  • the following is an example of an interactive processing method for a virtual scene provided by an embodiment of the present application being implemented in collaboration with a terminal device and a server.
  • the interactive processing system 100 for a virtual scene includes: a server 200, a network 300, a first terminal device 400, and a second terminal device 500, wherein the network 300 may be a local area network or a wide area network, or a combination of the two, the first terminal device 400 is a terminal device associated with a sender of the recommendation message (e.g., player 1), the second terminal device 500 is a terminal device associated with a receiver of the recommendation message (e.g., player 2), the client 410 running on the first terminal device 400 and the client 510 running on the second terminal device 500 are clients of the same type, for example, a shooting game (ST The server 200 may be a background server of the client 410 and the client 510 (for example, a game background server).
  • player 1 can send a recommendation message to a terminal device 500 associated with player 2 via a first terminal device 400 via a server 200, wherein the recommendation message carries an acquisition entrance (e.g., a purchase entrance) corresponding to at least one target virtual prop in the virtual prop warehouse (i.e., the virtual prop that player 1 wants to recommend to player 2).
  • acquisition entrance e.g., a purchase entrance
  • target virtual prop in the virtual prop warehouse i.e., the virtual prop that player 1 wants to recommend to player 2
  • player 2 can purchase the virtual prop recommended by player 1 by simply clicking on the purchase entrance, thereby increasing the success rate of players purchasing the correct virtual props in the game and thereby enhancing the player's gaming experience.
  • first terminal devices 400 and the second terminal devices 500 can be multiple, that is, multiple players can recommend virtual props to one player (in this case, the number of first terminal devices 400 is multiple, and the number of second terminal devices 500 is 1), or one player can recommend virtual props to multiple players (in this case, the number of first terminal devices 400 is 1, and the number of second terminal devices 500 is multiple), or multiple players can recommend virtual props to multiple players (in this case, the number of first terminal devices 400 and second terminal devices 500 are both multiple), and the embodiments of the present application do not make specific limitations on this.
  • the first terminal device 400 and the second terminal device 500 can also implement the interactive processing method of the virtual scene provided in the embodiment 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 native application (APP, APPlication), that is, a program that needs to be installed in the operating system to run, such as a multiplayer online competitive game APP (that is, the above-mentioned client 410 and client 510); it can also be a small program, that is, a program that can be run only by downloading it to a browser environment; it can also be a game small program that can be embedded in any APP.
  • the above-mentioned computer program can be an application, module or plug-in in any form.
  • Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network within a wide area network or a local area network to achieve data calculation, storage, processing, and sharing.
  • 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 that can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The background services of the technical network system require a large amount of computing and storage resources.
  • the server 200 in FIG. 1 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • the terminal device (including the first terminal device 400 and the second terminal device 500) may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a car terminal, etc., but is not limited thereto.
  • the terminal device (such as the first terminal device 400 and the second terminal device 500) and the server 200 may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiments of the present application.
  • the structure of the first terminal device 400 shown in Figure 1 will be described below.
  • Figure 2A is a schematic diagram of the structure of the first terminal device 400 provided in an embodiment of the present application.
  • the first terminal device 400 shown in Figure 2A includes: at least one processor 420, a memory 460, at least one network interface 430 and a user interface 440.
  • the various components in the first terminal device 400 are coupled together through a bus system 450.
  • the bus system 450 is used to realize the connection and communication between these components.
  • the bus system 450 also includes a power bus, a control bus and a status signal bus.
  • various buses are marked as bus systems 450 in Figure 2A.
  • Processor 420 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
  • DSP digital signal processor
  • the user interface 440 includes one or more output devices 441 that enable presentation of media content, including one or more speakers and/or one or more visual display screens.
  • the user interface 440 also includes one or more input devices 442, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • the memory 460 may be removable, non-removable, or a combination thereof.
  • Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc.
  • the memory 460 may optionally include one or more storage devices that are physically remote from the processor 420.
  • the memory 460 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories.
  • the non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM).
  • the memory 460 described in the embodiment of the present application is intended to include any suitable type of memory.
  • memory 460 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
  • Operating system 461 including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
  • a network communication module 462 for reaching other computing devices via one or more (wired or wireless) network interfaces 430, exemplary network interfaces 430 include: Bluetooth, Wireless Compatibility Authentication (WiFi), and Universal Serial Bus (USB), etc.;
  • a presentation module 463 for enabling presentation of information via one or more output devices 441 (e.g., display screen, speaker, etc.) associated with the user interface 440 (e.g., a user interface for operating peripherals and displaying content and information);
  • output devices 441 e.g., display screen, speaker, etc.
  • the user interface 440 e.g., a user interface for operating peripherals and displaying content and information
  • the input processing module 464 is used to detect one or more user inputs or interactions from one of the one or more input devices 442 and translate the detected inputs or interactions.
  • FIG. 2A shows an interactive processing device 465 of a virtual scene stored in a memory 460, which can be software in the form of programs and plug-ins, including the following software modules: display module 4651, sending module 4652, acquisition module 4653, deletion module 4654, transfer module 4655 and prediction module 4656. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in FIG. 2A, for the convenience of expression, all the above modules are shown at one time, but it should not be regarded as excluding the implementation of the interactive processing device 465 of the virtual scene that can only include the display module 4651 and the sending module 4652. The functions of each module will be explained below.
  • the second terminal device 500 includes: at least one processor 520, a network interface 530, a user interface 540 (including an output device 541 and an input device 542), a bus system 550, and a memory 560, wherein the memory 560 includes: an operating system 561, a network communication module 562, a presentation module 563, an input processing module 564, and an interactive processing device 565 for a virtual scene.
  • the interactive processing device 565 for a virtual scene can be software in the form of a program and a plug-in, including the following software modules: a display module 5651, an equipment module 5652, a storage module 5653, and a transfer module 5654. These modules are logical, so they can be arbitrarily combined or further split according to the functions implemented. It should be pointed out that in FIG. 2B , for the sake of convenience, all the above modules are shown at once, but this should not be regarded as excluding the implementation of the interactive processing device 565 of the virtual scene that may only include the display module 5651 and the equipment module 5652. The functions of each module will be explained below.
  • the interactive processing method of the virtual scene provided by the embodiment of the present application will be specifically described below from the perspective of the interaction between the first terminal device and the second terminal device.
  • the first terminal device is a terminal device associated with the sender of the recommendation message
  • the second terminal device is a terminal device associated with the receiver of the recommendation message.
  • the number of the first terminal device and the second terminal device can be one or more.
  • FIG3 is a flow chart of the interactive processing method of the virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG3 .
  • the method shown in FIG3 can be executed by various forms of computer programs running on a terminal device (including a first terminal device and a second terminal device), and is not limited to a client.
  • a terminal device including a first terminal device and a second terminal device
  • it can also be an operating system, software module, script, and applet as described above. Therefore, the example of a client in the following text should not be regarded as a limitation on the embodiments of the present application.
  • the following text does not specifically distinguish between a terminal device and a client (such as a virtual scene client) running on the terminal device.
  • step 101 the first terminal device displays a virtual prop warehouse logged in by a first member account in a virtual scene.
  • the virtual prop warehouse (eg, virtual store) may include a plurality of virtual props in a virtual scene.
  • a virtual scene client (e.g., a MOBA game APP) may be run on terminal device A.
  • a virtual scene may be displayed on terminal device A.
  • At least one virtual object (e.g., virtual object 1) controlled by player 1 may be displayed in the virtual scene, that is, player 1 may control virtual object 1 through game account 1.
  • a virtual prop warehouse entrance (e.g., a virtual store entrance) may also be displayed in the virtual scene.
  • a virtual prop warehouse may be displayed in the virtual scene, and multiple virtual props of different types may be displayed in the virtual prop warehouse for player 1 to select.
  • step 102 in response to the prop selection operation, the first terminal device displays at least one second member account in the virtual scene in a vicinity of at least one target virtual prop in a selected state.
  • the second member account can be any member account in the virtual scene except the first member account, or it can be a member account in the virtual scene that has a social relationship with the first member account. That is to say, player 1 can recommend game equipment to all other players in the game, or only to his teammates.
  • the first terminal device can implement the above-mentioned display of at least one second member account in the virtual scene in the following manner: display multiple second member accounts in the virtual scene in a roulette or list format (for example, display at least one of the avatar and the name of the second member account, or display at least one of the avatar and the name of the virtual object controlled by the second member account), wherein the multiple second member accounts can be displayed in a specific sorting method (in a roulette or a list), and the sorting method includes one of the following: the order of functional priorities of multiple virtual objects controlled by multiple second member accounts in the virtual scene from high to low; the order of interaction frequencies between multiple second member accounts and the first member account from high to low; the order of the time of the most recent interaction between multiple second member accounts and the first member account from near to far from the current time; the order of levels of multiple second member accounts from high to low.
  • a roulette or list format for example, display at least one of the avatar and the name of the second member account, or display at least one of the avatar and the name of the virtual
  • the functions of virtual objects in virtual scenes can be characterized by branching.
  • the types of virtual objects can be divided into at least one of top single, mid single, jungle, shooter and auxiliary, where different types of virtual objects need to be responsible for different functions in the battle, for example, the top single is mainly responsible for damage output (the corresponding function has the highest priority), the auxiliary is mainly responsible for treatment, providing vision, etc. (the corresponding function has the lowest priority).
  • the types of virtual objects in the game can include at least one of a machine gunner, a sniper, a medic, a driver, and a commander, where different types of virtual objects need to be responsible for different functions in the confrontation, for example, the commander is mainly responsible for tactical formulation (the corresponding function has the highest priority), and the medic is mainly responsible for rescue (the corresponding function has the lowest priority).
  • the first terminal device can also implement the above-mentioned display of at least one second member account in the virtual scene in the following manner: for each second member account, perform the following processing: in response to the second member account already owning at least one target virtual prop, or is not qualified to use at least one target virtual prop (for example, due to system restrictions, or the member account is not qualified to use the target virtual prop due to insufficient level), display the second member account in an untriggerable state, that is, the second member account cannot currently be selected, for example, the second member account can be grayed out; in response to the second member account not owning at least one target virtual prop, and being qualified to use at least one target virtual prop, display the second member account in a triggerable state, that is, the second member account is currently in a state that can be selected.
  • FIG4A is a schematic diagram of an application scenario of the interactive processing method of the virtual scene provided in the embodiment of the present application.
  • a virtual scene 401 can be displayed in the human-computer interaction interface of terminal device A.
  • a virtual object 402 e.g., virtual object 1 controlled by player 1 is displayed in the virtual scene 401, and player 1 can control the virtual object 402 to move in the virtual scene 401 through game account 1.
  • a virtual store entrance 403 is also displayed in the virtual scene 401.
  • a virtual store 404 can be displayed in the virtual scene 401, and multiple virtual props are displayed in the virtual store 404 for player 1 to select.
  • a long press operation by player 1 on a virtual item 405 displayed in the virtual store 404 i.e., the target virtual item selected by player 1 and desired to be recommended
  • the roulette wheel 406 may be displayed in an area adjacent to the virtual item 405, and the roulette wheel 406 may display avatars of virtual objects controlled by multiple teammates of player 1, such as avatar 4061 of virtual object 2 controlled by teammate 1 through game account 2, avatar 4062 of virtual object 3 controlled by teammate 2 through game account 3, avatar 4063 of virtual object 4 controlled by teammate 3 through game account 4, and avatar 4064 of virtual object 5 controlled by teammate 4 through game account 5.
  • the avatar 4063 of the virtual object 4 controlled by teammate 3 can be grayed out.
  • the avatar 4063 is in an unselectable state, thereby avoiding repeatedly recommending the purchased virtual props to teammate 3, or avoiding recommending the virtual props that cannot be equipped to teammate 3, causing trouble to teammate 3.
  • the first terminal device can also implement the above-mentioned display of at least one second member account in the virtual scene in the following ways: obtaining a second member account in the virtual scene that has a social relationship with the first member account (such as a friend relationship, or being in the same camp); deleting a second member account from multiple second member accounts that meets at least one of the following conditions: already owning at least one target virtual prop and not eligible to use at least one target virtual prop; and displaying the remaining at least one second member account.
  • the first terminal device is terminal device A associated with player 1, as shown in FIG4B , which is a schematic diagram of an application scenario of the interactive processing method of a virtual scene provided in an embodiment of the present application.
  • a virtual scene 401 can be displayed in the human-computer interaction interface of terminal device A, and a virtual object 402 (e.g., virtual object 1) controlled by player 1 and a virtual store entrance 403 are displayed in the virtual scene 401.
  • a virtual object 402 e.g., virtual object 1 controlled by player 1 and a virtual store entrance 403 are displayed in the virtual scene 401.
  • a virtual store 404 can be displayed in the virtual scene 401, and multiple virtual props are displayed in the virtual store 404.
  • other game accounts belonging to the same camp as game account 1 may be first obtained, such as game account 2 registered by player 2, game account 3 registered by player 3, game account 4 registered by player 4, and game account 5 registered by player 5 (i.e., players 2 to 5 are teammates of player 1).
  • game accounts that meet the following conditions may be deleted from the multiple game accounts: those that already have virtual item 405 or are not eligible to use virtual item 405; Assuming that the virtual object 4 controlled by the game account 4 has been equipped with the virtual prop 405, the game account 4 can be deleted, and then the list 407 can be displayed in the adjacent area of the virtual prop 405 (for example, on the right side), and the avatars of the virtual objects controlled by the remaining game accounts can be displayed in the list 407, for example, including the avatar 4071 of the virtual object 2 controlled by the player 2 through the game account 2, the avatar 4072 of the virtual object 3 controlled by the player 3 through the game account 3, and the avatar 4073 of the virtual object 5 controlled by the player 5 through the game account 5. In this way, the space used to display the objects to be recommended can be saved.
  • the item recommendation function may have a cool-down time (CD, Cool Down Time), that is, after making an item recommendation once, it is necessary to buffer and wait for a period of time before recommending the item again.
  • the first terminal device may also execute steps 106 and 107 shown in FIG. 5 before executing step 102 shown in FIG. 3 , which will be explained in conjunction with the steps shown in FIG. 5 .
  • step 106 the first terminal device receives a prop selection operation.
  • the prop selection operation may be a long press operation on the target virtual prop. For example, taking the first terminal device as terminal device A associated with player 1, when terminal device A receives a long press operation from player 1 on the target virtual prop displayed in the virtual prop warehouse, subsequent step 107 is executed.
  • step 107 the first terminal device determines whether the time difference between the first moment and the second moment is less than a set time difference threshold, and if so, executes step 108 ; if not, executes step 102 .
  • the first moment is the moment when the recommendation message was sent last time
  • the second moment is the moment when the item selection operation is received. That is, when the first terminal device receives the item selection operation triggered by the player (for example, a long press operation on the target virtual item), it will first determine whether the time difference between the moment when the item selection operation is received and the moment when the recommendation message was sent last time is less than the set time difference threshold (for example, 60 seconds), that is, determine whether the item recommendation function is in a cooling state.
  • the set time difference threshold for example, 60 seconds
  • a prompt message can be displayed in the virtual scene to remind the player that the item recommendation function is currently in a cooling state, please try again later; if not, at least one second member account in the virtual scene can be displayed in the vicinity of the target virtual item for the player to select.
  • step 108 the first terminal device displays a prompt message.
  • the prompt message is used to remind players that the item recommendation function is currently in a cooling state, please try again later.
  • the sender of the recommendation message may also recommend possible virtual props to player 1, so as to save the time required for player 1 to select virtual props in the virtual prop warehouse.
  • the display method of the virtual props recommended to the first member account may be different from the display method of other virtual props in the virtual prop warehouse.
  • the virtual props recommended to the first member account may be displayed in a highlighted or flashing manner, wherein the other virtual props are virtual props other than the virtual props recommended to the first member account among the multiple virtual props.
  • the virtual props recommended to the first member account may include at least one of the following: virtual props used by the first member account more than a threshold number of times (e.g., virtual props frequently used by virtual objects controlled by the sender of the recommendation message), and virtual props that can be used in conjunction with virtual props already owned by the first member account. In this way, the time required for players to select virtual props for recommendation can be effectively saved, thereby improving the player's gaming experience.
  • a threshold number of times e.g., virtual props frequently used by virtual objects controlled by the sender of the recommendation message
  • step 103 the first terminal device sends a recommendation message to a second terminal device associated with at least one selected target second member account in response to the member account selection operation.
  • the recommendation message may carry an acquisition entry (eg, a purchase entry) corresponding to at least one target virtual item in the virtual item warehouse.
  • acquisition entry e.g, a purchase entry
  • the first terminal device can implement the above-mentioned sending of a recommendation message to the second terminal device associated with the selected at least one target second member account in the following manner: send the same recommendation message to multiple second terminal devices respectively associated with the multiple target second member accounts, wherein the recommendation message carries the acquisition entries in the virtual prop warehouse corresponding to the multiple target virtual props respectively.
  • terminal device A can send the same recommendation message to terminal device B associated with player 2 and terminal device C associated with player 3, wherein the recommendation message can carry the acquisition entries corresponding to virtual prop 1, virtual prop 2 and virtual prop 3 in the virtual prop warehouse respectively.
  • 3 acquisition entries can be carried in the recommendation message, wherein acquisition entry 1 corresponds to virtual prop 1, acquisition entry 2 corresponds to virtual prop 2, and acquisition entry 3 corresponds to virtual prop 3.
  • player 2 or player 3 can select the virtual props suitable for the virtual objects they control based on the recommendation of player 1.
  • multiple target virtual props can also correspond to the same acquisition entrance.
  • the above-mentioned virtual props 1, virtual props 2 and virtual props 3 can correspond to the same acquisition entrance.
  • player 2 or player 3 can equip multiple virtual props to the virtual objects they control at one time.
  • the embodiment of the present application does not make specific limitations on this.
  • the first terminal device can also implement the above-mentioned sending of recommendation messages to the second terminal device associated with at least one selected target second member account in the following manner: sending multiple corresponding recommendation messages to multiple second terminal devices respectively associated with the multiple target second member accounts, wherein each recommendation message carries an acquisition entry corresponding to a target virtual prop in the virtual prop warehouse.
  • terminal device A can send one-to-one corresponding recommendation messages to terminal device B associated with player 2, terminal device C associated with player 3, and terminal device D associated with player 4, respectively.
  • terminal device A can send recommendation message 1 to terminal device B, recommendation message 2 to terminal device C, and recommendation message 3 to terminal device D, wherein recommendation message 1 carries the acquisition entry corresponding to virtual prop 1 in the virtual prop warehouse (i.e., recommending virtual prop 1 to player 2), recommendation message 2 carries the acquisition entry corresponding to virtual prop 2 in the virtual prop warehouse (i.e., recommending virtual prop 2 to player 3), and recommendation message 3 carries the acquisition entry corresponding to virtual prop 3 in the virtual prop warehouse (i.e., recommending virtual prop 3 to player 4).
  • player 1 can recommend different virtual props to different players in batches, further improving the recommendation efficiency of virtual props.
  • the recommendation message to be sent to each second member account can also be determined based on artificial intelligence.
  • the first terminal device can implement the above-mentioned sending of multiple corresponding recommendation messages to multiple second terminal devices respectively associated with multiple target second member accounts in the following manner: for each target second member account, perform the following processing: based on the characteristic information of the target second member account (for example, characteristic information of the virtual object controlled by the target second member account, including the status value of the virtual object, the skills it possesses, the function in the camp, etc.), the characteristic information of the virtual scene (for example, the map type and size of the virtual scene), and the functions of multiple target virtual props in the virtual scene, call the machine learning model to perform recommendation parameter prediction processing to obtain the recommendation parameters (for example, click-through rate) corresponding to the multiple target virtual props; send a recommendation message carrying the acquisition entrance of the target virtual prop with the highest recommendation parameter (i.e., the target virtual prop with the highest click-through rate) to the second terminal device associated with the target second member account.
  • the characteristic information of the target second member account for example, characteristic information of the virtual object controlled by the target second member account, including the
  • the server can call the initialized machine learning model for prediction processing based on the characteristic information of the sample second member account, the characteristic information of the sample virtual scene, and the functions of multiple sample virtual props in the sample virtual scene, and obtain the recommended parameters corresponding to each sample virtual prop; then the recommended parameters of the sample virtual props and the labeled data for the sample virtual props can be substituted into the loss function for back propagation processing, and the parameters of the machine learning model can be updated during the back propagation processing to obtain the trained machine learning model, and then the server can send the trained machine learning model to the first terminal device.
  • the embodiments of the present application can use various types of loss functions to train the machine learning model, such as regression loss function, binary classification loss function, hinge loss, multi-classification loss function, and multi-classification cross entropy loss.
  • the multi-class cross entropy loss is a generalization of the binary cross entropy loss.
  • the loss for an input vector Xi and the corresponding one-hot encoded target vector Yi is:
  • p ij represents the characteristic information of the second member account of the above sample, the characteristic information of the sample virtual scene, and the embedded representation of the one-hot encoding vector of the function of the sample virtual props
  • y ij represents the recommended parameters (such as click-through rate) of the sample virtual props predicted based on the machine learning model.
  • Hinge loss is mainly used for support vector machines with class labels (for example, including 1 and 0, where 1 indicates used and 0 indicates not used).
  • y represents the labeled data of the sample virtual props
  • f(x) represents the click rate of the sample virtual props predicted based on the machine learning model
  • Hinge loss simplifies the mathematical operations of the support vector machine while maximizing the loss.
  • an exemplary structure of a machine learning model may include: an input layer (i.e., an embedding layer), an encoding layer (for example, which may be composed of multiple cascaded convolutional layers), a fully connected layer, and an output layer (including an activation function, such as a Softmax function).
  • an input layer i.e., an embedding layer
  • an encoding layer for example, which may be composed of multiple cascaded convolutional layers
  • a fully connected layer including an activation function, such as a Softmax function.
  • an activation function such as a Softmax function
  • the above-mentioned machine learning model can be a neural network model (such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.), a decision tree model, a gradient boosting tree, a multilayer perceptron, and a support vector machine, etc.
  • a neural network model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.
  • a decision tree model such as a convolutional neural network, a deep convolutional neural network, or a fully connected neural network, etc.
  • a gradient boosting tree such as a gradient boosting tree
  • multilayer perceptron such as a multilayer perceptron
  • support vector machine etc.
  • the embodiment of the present application does not specifically limit the type of machine learning model.
  • the recommendation message may also carry at least one of the following information: the first member account, the qualifications required to use at least one target virtual item (for example, the amount of virtual resources required to purchase at least one target virtual item, or the level required to use at least one target virtual item, historical record, etc., for example, when the level of the member account reaches level 10, at least one target virtual item can be used, or when the winning rate of the member account reaches 80%, at least one target virtual item can be used).
  • the qualifications required to use at least one target virtual item for example, the amount of virtual resources required to purchase at least one target virtual item, or the level required to use at least one target virtual item, historical record, etc., for example, when the level of the member account reaches level 10, at least one target virtual item can be used, or when the winning rate of the member account reaches 80%, at least one target virtual item can be used).
  • step 104 the second terminal device displays at least one recommendation message sent by at least one first member account in the virtual scene.
  • the second terminal device may implement step 104 in the following manner: performing one of the following processes: displaying the plurality of recommended messages sent respectively by the plurality of first member accounts at one time; storing the plurality of recommended messages sent respectively by the plurality of first member accounts in a queue in order of receipt time, displaying the recommended message with the earliest receipt time in the queue, and switching to the next recommended message in the display queue in response to the display duration of the recommended message with the earliest receipt time being greater than a set display duration threshold (for example, assumed to be 3 seconds), or receiving a trigger operation for a retrieval entry carried by the recommended message with the earliest receipt time.
  • a set display duration threshold for example, assumed to be 3 seconds
  • a virtual scene client is running on terminal device B, and player 2 can use a second member account (for example, a game account 2 pre-registered by player 2) to log in to the virtual scene client to display a virtual scene 408 on terminal device B, in which a virtual object 409 controlled by player 2 is displayed.
  • a second member account for example, a game account 2 pre-registered by player 2
  • multiple recommendation messages sent by multiple first member accounts can be displayed at once in the virtual scene 408, for example, including a recommendation message 410 sent by player 1 through terminal device A, and the recommendation message 410 carries a purchase entry 4102 corresponding to a virtual item 4101 selected by player 1 in a virtual store (the recommendation message 410 can also carry an avatar of the virtual object controlled by the first member account that sent the recommendation message 410, for example, a virtual object controlled by player 1).
  • the virtual item 4101 is recommended by player 3 in the virtual store, and the avatar 4103 of the virtual object controlled by player 3 is displayed on the recommendation message 411.
  • the recommendation message 411 carries a purchase entry 4112 corresponding to the virtual item 4111 selected by player 3 in the virtual store (the recommendation message 411 can also carry an avatar 4113 of the virtual object controlled by player 3, to inform player 2 who recommended the virtual item 4111).
  • the recommendation message 412 sent by player 4 through terminal device D carries a purchase entry 4122 corresponding to the virtual item 4121 selected by player 4 in the virtual store (the recommendation message 412 can also carry an avatar 4123 of the virtual object controlled by player 4, to inform player 2 who recommended the virtual item 4121).
  • the recipient can more effectively purchase the correct virtual item in the game, thereby improving the player's gaming experience.
  • the above-mentioned multiple recommended messages can also be switched and displayed in the virtual scene, that is, only one recommended message is displayed each time.
  • the display time of the recommended message is greater than the display time threshold (for example, 3 seconds) or a trigger operation of the player for the acquisition entrance carried by the recommended message is received, or a close operation for the recommended message is received, the next recommended message is switched and displayed.
  • the embodiment of the present application does not specifically limit the display method of multiple recommended messages in the virtual scene.
  • a virtual scene client is running on terminal device B, and player 2 can use a second member account (such as a game account 2 pre-registered by player 2) to log in to the virtual scene client to display a virtual scene 408 on terminal device B.
  • a virtual object 409 controlled by player 2 is displayed in the virtual scene 408.
  • terminal device B receives multiple recommendation messages sent by multiple first member accounts in succession within a set time (such as 30 seconds)
  • terminal device B can store the multiple recommendation messages in a queue in the order of receiving time, and first read the recommendation message with the earliest receiving time from the queue for display.
  • a recommendation message 410 (that is, recommendation message 410 is the recommendation message with the earliest receiving time among the multiple recommendation messages) sent by player 1 through terminal device A can be displayed in the virtual scene 408.
  • the display time of the recommended message 410 exceeds the set display time threshold (for example, 3 seconds), or a click operation is received from player 2 on the purchase entry carried by the recommended message 410
  • the recommended message after the recommended message 410 in the display queue can be switched in the virtual scene 408, for example, the recommended message 411 sent by player 3 through terminal device C can be switched in the virtual scene 408; subsequently, when the display time of the recommended message 411 is greater than 3 seconds, or a click operation is received from player 2 on the purchase entry carried by the recommended message 411, the recommended message after the recommended message 411 in the display queue can be switched, for example, the recommended message 412 sent by player 4 through terminal device D.
  • the set display time threshold for example, 3 seconds
  • the recommended message after the recommended message 410 in the display queue can be switched in the virtual scene 408
  • the second terminal device may also perform the following processing before displaying the recommendation message carrying the acquisition entrance corresponding to at least one target virtual prop: in response to the target second member account currently being qualified to use at least one target virtual prop, proceed to execute the processing of displaying the recommendation message carrying the acquisition entrance corresponding to at least one target virtual prop; in response to the target second member account currently not being qualified to use at least one target virtual prop, displaying the recommendation message carrying the pre-acquisition entrance corresponding to at least one target virtual prop instead of displaying the recommendation message carrying the acquisition entrance corresponding to at least one target virtual prop.
  • the qualification for use may be that the number of virtual resources (such as virtual gold coins, virtual ingots, etc.) currently owned by the member account needs to be greater than a set quantity threshold, wherein the quantity threshold may be the number of virtual resources required to purchase at least one target virtual prop.
  • the quantity threshold may be the number of virtual resources required to purchase at least one target virtual prop.
  • the second terminal device may also perform the following processing: in response to a trigger operation for a pre-acquisition entrance (such as a pre-purchase entrance), cancel the display of the recommendation message, and display at least one target virtual prop in the virtual scene; in response to a trigger operation for at least one target virtual prop displayed in the virtual scene, and the number of virtual resources owned by the target second member account is greater than the number of virtual resources required to purchase at least one target virtual prop, after successfully deducting the corresponding number of virtual resources from the target second member account, equip at least one target virtual prop to at least one virtual object controlled by the second member account.
  • a trigger operation for a pre-acquisition entrance such as a pre-purchase entrance
  • cancel the display of the recommendation message and display at least one target virtual prop in the virtual scene
  • the number of virtual resources owned by the target second member account is greater than the number of virtual resources required to purchase at least one target virtual prop, after successfully deducting the corresponding number of virtual resources from the target second member account, equip at least one target virtual prop to at least one virtual object controlled by
  • the second terminal device may also perform the following processing: while displaying each recommended message, display the first member account that sends the recommended message (for example, displaying at least one of the avatar and the name of the first member account, or displaying at least one of the avatar and the name of the virtual object controlled by the first member account), and a countdown control; in response to the end of the countdown of the countdown control, or receiving a trigger operation for the acquisition entry carried by the recommended message, cancel the display of the recommended message.
  • Figure 4E is a schematic diagram of an application scenario of the interactive processing method of the virtual scene provided in an embodiment of the present application.
  • a virtual object 409 controlled by player 2 is displayed in the virtual scene 408.
  • terminal device B can, after receiving the recommendation message sent by terminal device A, first determine whether the number of virtual gold coins currently owned by the member account associated with player 2 (for example, the game account 2 pre-registered by player 2) in the virtual scene 408 is sufficient (that is, whether it is greater than the number of virtual gold coins required to purchase virtual item A).
  • the recommendation message 413 of the pre-order entrance 4131 may also carry a countdown control 4132.
  • the countdown of the countdown control 4132 ends, or when a click operation of the player 2 on the pre-order entrance 4131 is received, the display of the recommendation message 413 may be cancelled, and the virtual prop A may be displayed in the virtual scene 408. In this way, when the number of virtual gold coins owned by the player 2 is sufficient, the virtual prop A displayed in the virtual scene 408 may be directly purchased by clicking on it.
  • the recommendation message 414 carrying the purchase entrance 4141 may be displayed in the virtual scene 408.
  • the recommendation message 414 may also carry a countdown control 4142. When the countdown in the countdown control 4142 ends, the display of the recommendation message 414 may be cancelled.
  • the virtual prop A may be equipped to the virtual object 409 controlled by the player 2.
  • step 105 the second terminal device equips at least one target virtual prop to at least one virtual object controlled by the target second member account in response to the triggering operation of the acquisition entry in the at least one recommendation message.
  • a virtual scene is displayed on the terminal device B, in which a virtual object (e.g., virtual object A) controlled by player 2 and at least one recommendation message sent by at least one first member account may be displayed, such as recommendation message 1 sent by player 1 through terminal device A, which may carry the acquisition entry corresponding to the target virtual prop (e.g., virtual prop A) selected by player 1 in the virtual prop warehouse, and when receiving a click operation of player 2 on the acquisition entry corresponding to virtual prop A carried in the recommendation message 1, virtual prop A may be equipped to virtual object A controlled by player 2.
  • a virtual object e.g., virtual object A
  • the target virtual prop e.g., virtual prop A
  • virtual prop A may be equipped to virtual object A controlled by player 2.
  • the interactive processing method of the virtual scene provided in the embodiment of the present application, after selecting the target virtual prop to be recommended in the virtual prop warehouse, at least one second member account to be recommended is displayed in the vicinity of the target virtual prop, and then after selecting the target second member account to be recommended, a recommendation message carrying the acquisition entrance of the corresponding target virtual prop is sent to the target second member account, so that the player associated with the target second member account can quickly equip the virtual object controlled by himself with the target virtual prop by obtaining the entrance, thereby improving the recommendation efficiency and equipment efficiency of the virtual props, and further improving the player's gaming experience.
  • the game process is accelerated, thereby effectively saving the resource overhead of the terminal device and the server.
  • virtual props such as virtual equipment, hereinafter referred to as equipment
  • the correct equipment can achieve twice the result with half the effort.
  • the correct equipment can bring victory to the team, and some mechanisms in the game require the game character controlled by the player to wear corresponding equipment. For example, when the opponent has a recovery-type game character (or hero), we must buy equipment that can reduce recovery, which is also one of the skills in the game.
  • an embodiment of the present application provides an interactive processing method for a virtual scene, in which, in the game, an initiator (such as player 1) finds the corresponding equipment in a virtual store and sends it to the corresponding receiver (such as player 2), and player 2 performs a one-click pre-order after receiving the recommendation suggestion sent by player 1 (corresponding to the above-mentioned push message). For example, when player 2 clicks on the pre-order entrance carried in the recommendation suggestion sent by player 1, the equipment will become the pre-order equipment of player 2 (for example, the equipment can be directly displayed in the main interface). In this way, the initiator and the receiver can recommend and pre-order equipment, thereby forming a closed loop, which increases the success rate of players purchasing the correct equipment in the game.
  • an initiator such as player 1 finds the corresponding equipment in a virtual store and sends it to the corresponding receiver (such as player 2), and player 2 performs a one-click pre-order after receiving the recommendation suggestion sent by player 1 (corresponding to the above-mentioned push message).
  • FIG. 6 is a schematic diagram of an application scenario of an interactive processing method of a virtual scene provided by an embodiment of the present application. As shown in FIG. 6,
  • a virtual store interface 602 can be displayed in a virtual scene 601, and then when a long press operation of player 1 for an icon of a certain equipment displayed in the virtual store interface 602 (for example, icon 603 of equipment A) is received, a roulette wheel 604 can be displayed in the vicinity of icon 603, and avatars of game characters respectively controlled by multiple teammates participating in the same game are displayed in the roulette wheel 604, for example, avatar 6041 of game character B controlled by teammate 1, avatar 6042 of virtual object C controlled by teammate 2, avatar 6043 of virtual object D controlled by teammate 3, and avatar 6044 of virtual object E controlled by teammate 4.
  • the player can slide his finger to the corresponding avatar hot zone to indicate selection, and the process ends after releasing the finger, and enters a cooling state.
  • Player 1 is called the sender of the recommendation message.
  • positions of multiple avatars in the roulette wheel can be filled with a certain priority according to the positions of teammates.
  • position 1 in Figure 7 is the top laner
  • position 2 can be the mid laner
  • position 3 can be the jungler
  • position 4 can be the support.
  • they can be filled according to the priority of the game character's position in the game, for example, filling in order from small to large.
  • the game character controlled by player 1 himself needs to be removed before filling.
  • the avatar of the game character controlled by the player can be grayed out to indicate that the avatar cannot be selected. For example, if game character D controlled by teammate 3 already has equipment 603, avatar 6043 can be grayed out.
  • the avatar selected by player 1 can be highlighted. For example, if player 1 slides his finger to the hot zone corresponding to avatar 6042 of virtual object C controlled by teammate 2, avatar 6042 can be highlighted to indicate that avatar 6042 is currently selected.
  • the corresponding selected player when a player (for example, assumed to be player 1) becomes the initiator, the corresponding selected player (for example, assumed to be player 2) becomes the recipient.
  • the terminal device for example, a mobile phone
  • the terminal device for example, a mobile phone
  • the terminal device for example, a mobile phone
  • the terminal device for example, a mobile phone
  • it can first determine whether the number of virtual gold coins currently owned by player 2 is greater than the number required to purchase the equipment recommended by player 1 (for example, assumed to be equipment A).
  • a recommendation message 802 carrying a pre-order entrance 8021 can be displayed in the virtual scene 801.
  • the recommendation message 802 can also display an icon 8022 of equipment A, an avatar 8023 of the game character controlled by player 1 (i.e., the initiator avatar), and the number of virtual gold coins required to purchase equipment A 8024.
  • a countdown control 8025 is also displayed in the recommendation message 802.
  • the recommendation message 802 can be canceled in the virtual scene 801, and the icon 8022 of equipment A can be displayed in the virtual scene 801 (that is, equipment A becomes the equipment pre-ordered by player 2 at this time).
  • the number of virtual gold coins owned by player 2 is greater than the number required to purchase equipment A, it can be purchased directly by clicking the icon 8022 of equipment A displayed in the virtual scene 801.
  • a recommendation message 803 with a purchase entry 8031 may be displayed in the virtual scene 801, and an icon 8032 of equipment A, an avatar 8033 of the game character controlled by player 1 (i.e., the initiator's avatar), and the number 8034 of virtual gold coins required to purchase equipment A may also be displayed in the recommendation message 803.
  • a countdown control 8035 is also displayed in the recommendation message 803.
  • the recommendation message 803 may be canceled in the virtual scene 801; or when a click operation of player 2 on the purchase entry 8031 is received, equipment A may be directly purchased for the game character controlled by player 2 (e.g., game character B).
  • the multiple recommendation messages can be stored in a queue in order from old to new according to the receiving time, and then the multiple recommendation messages stored in the queue are displayed in sequence according to the first-in-first-out principle. That is, a new recommendation message will be displayed only after the old recommendation message is closed. For example, the recommendation message sent by player B will be displayed only after the recommendation message sent by player A is closed.
  • the interactive processing method of the virtual scene provided in the embodiment of the present application is mainly divided into two parts, which are the initiation of the initiator's equipment suggestion and the display of the receiver's recommended message (TIPS), as well as the combination of equipment pre-order.
  • TIPS receiver's recommended message
  • FIG. 10 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 10 .
  • step 201 a long press operation of a player on an icon of target equipment displayed in a store interface is received.
  • step 202 it is determined whether the player is in the cooling state recommended by the equipment. If yes, step 203 is executed; if not, step 204 is executed.
  • a player when a player opens a virtual store interface in the game and long presses the icon (ICON) of a certain equipment, it is first determined whether the player's equipment suggestion function is in a cooling state. If so, a prompt message can be displayed to prompt the player, such as cooling down, please try again later, and the process ends. If not, a teammate avatar roulette can be called out in the vicinity of the equipment.
  • ICON icon
  • step 203 a prompt message is displayed indicating that the system is in cooling state and that the user should try again later.
  • step 204 a teammate avatar wheel is displayed.
  • the teammate avatar roulette can be displayed in the following manner: determine the teammate's line position, and fill the corresponding roulette position with the avatar of the game character controlled by the teammate (hereinafter referred to as the teammate avatar) according to the position priority. In addition, it can be further determined whether the teammate has purchased the equipment or the teammate cannot purchase the equipment. If the teammate has not purchased the equipment, and the teammate is able to purchase the equipment, the avatar of the game character controlled by the teammate can be displayed normally, indicating that the avatar can be selected. If the teammate has purchased the equipment, or the teammate cannot purchase the equipment due to restrictions on the game mechanism, the avatar of the game character controlled by the teammate can be grayed out, indicating that the avatar cannot be selected.
  • step 205 it is determined whether the player slides, if not, step 206 is executed; if yes, step 207 is executed.
  • step 206 the process ends.
  • step 207 the avatar in the hot zone corresponding to the position where the player slides is selected.
  • step 208 a purchase suggestion for the target equipment is sent to the selected player, and the equipment suggestion function is controlled to enter a cooling state and can be used again after 10 seconds.
  • the equipment suggestion function After calling out the teammate avatar roulette, it can be further determined whether the player has performed a sliding gesture operation. If so, it is necessary to determine the hot zone that the player has slid to, select the teammate avatar corresponding to the hot zone, and then start to determine in real time whether the player has released his finger. If so, it is necessary to determine whether the player has selected the teammate avatar. If so, after successfully sending the purchase suggestion for the equipment to the corresponding player, the equipment suggestion function enters a cooling state and can only be used again after 10 seconds, and the process ends.
  • FIG. 11 is a flow chart of an interactive processing method for a virtual scene provided in an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 11 .
  • step 301 an equipment suggestion sent by an initiator is received.
  • step 302 it is determined whether there is any recommended message currently being displayed. If yes, step 303 is executed; if not, step 304 is executed.
  • step 303 the recommended message is stored in a queue and displayed after the display of the existing recommended messages is completed.
  • step 304 it is determined whether the number of virtual gold coins currently owned by the recipient is sufficient to purchase the equipment. If so, step 305 is executed; if not, step 309 is executed.
  • step 305 a recommendation message including an avatar of the game character controlled by the initiator, icons of equipment recommended for purchase, a purchase button, and a 3-second countdown progress bar is displayed.
  • step 306 it is determined whether the recipient has clicked the purchase button. If yes, step 307 is executed; if no, step 308 is executed.
  • step 307 the game character controlled by the recipient is controlled to purchase the equipment, and the process ends.
  • step 308 the recommendation message is closed after 3 seconds and the process ends.
  • step 309 a recommendation message including an avatar of the game character controlled by the initiator, icons of equipment recommended for purchase, a pre-order button, and a 3-second countdown progress bar is displayed.
  • step 310 it is determined whether the recipient has clicked the pre-order button. If yes, step 311 is executed; if no, step 312 is executed.
  • step 311 the equipment is displayed in the virtual scene and the process ends.
  • step 312 the recommendation message is closed after 3 seconds and the process ends.
  • an initiator initiates an equipment suggestion
  • the recommendation message it can be determined first whether the number of virtual gold coins currently owned by the recipient is sufficient to purchase the equipment. If not, a recommendation message including an avatar of the game character controlled by the initiator, an icon of the recommended equipment, a pre-order button and a 3-second countdown progress bar can be displayed. It can then be further determined whether the recipient has clicked the pre-order button. If not, the recommendation message can be closed after 3 seconds and the entire process ends. If so, the recipient has pre-ordered the equipment, and the recommendation corresponding to the equipment can be grayed out here, unless the player has pre-ordered other equipment or canceled the pre-order for the equipment, or purchased the equipment, the entire process will be terminated.
  • a recommendation message may be displayed that includes an avatar of the game character controlled by the initiator, an icon of the recommended equipment, a purchase button, and a 3-second countdown progress bar. It is then further determined whether the recipient has clicked the purchase button. If not, the recommendation message is closed after 3 seconds and the entire process ends; if yes, the recipient has purchased the equipment and the process ends.
  • the software modules in the interactive processing device 465 for the virtual scene stored in the memory 460 may include: a display module 4651 and a sending module 4652.
  • the display module 4651 is further configured to display multiple second member accounts in the virtual scene, wherein the multiple second member accounts are displayed in a specific sorting method, the sorting method including: the order of functional priorities of the multiple second member accounts in the virtual scene from high to low; the order of interaction frequencies between the multiple second member accounts and the first member account from high to low; the order of the time of the most recent interaction between the multiple second member accounts and the first member account from near to far from the current time; the order of the levels of the multiple second member accounts from high to low.
  • the display module 4651 is further configured to perform the following processing for each second member account: in response to the second member account already owning at least one target virtual prop or not being eligible to use at least one target virtual prop, displaying the second member account in an untriggerable state; in response to the second member account not owning at least one target virtual prop and being eligible to use at least one target virtual prop, displaying the second member account in a triggerable state.
  • the interactive processing device 465 of the virtual scene also includes an acquisition module 4653 and a deletion module 4654, wherein the acquisition module 4653 is configured to acquire a second member account having a social relationship with the first member account in the virtual scene; the deletion module 4654 is configured to delete a second member account from multiple second member accounts that meets at least one of the following conditions: already owning at least one target virtual prop and not being eligible to use at least one target virtual prop; the display module 4651 is also configured to display the remaining at least one second member account.
  • the display module 4651 is also configured to display a prompt message in response to the time difference between the first moment and the second moment being less than a set time difference threshold, wherein the prompt message is used to prompt that the prop recommendation function is currently in a cooling state;
  • the virtual scene interactive processing device 465 also includes a transfer module 4655, which is configured to transfer and execute the processing of displaying at least one second member account in the virtual scene in response to the time difference between the first moment and the second moment being greater than a set time difference threshold; wherein the first moment is the moment when the recommendation message was last sent, and the second moment is the moment when the prop selection operation is received.
  • the display method of the virtual props recommended to the first member account is different from the display method of other virtual props in the virtual prop warehouse, and the recommended virtual props include at least one of the following: virtual props that have been used by the first member account more than a threshold number of times, and virtual props that can be used in conjunction with virtual props already owned by the first member account.
  • the sending module 4652 is also configured to perform one of the following processes: sending the same recommendation message to multiple target second member accounts, wherein the recommendation message carries acquisition entries corresponding to the multiple target virtual props in the virtual prop warehouse; sending multiple recommendation messages corresponding one to one to multiple target second member accounts, wherein each recommendation message carries an acquisition entry corresponding to a target virtual prop in the virtual prop warehouse.
  • the interactive processing device 465 of the virtual scene also includes a prediction module 4656, which is configured to perform the following processing for each target second member account: based on the characteristic information of the target second member account, the characteristic information of the virtual scene, and the functions of multiple target virtual props in the virtual scene, calling the machine learning model to perform recommendation parameter prediction processing to obtain the recommended parameters corresponding to the multiple target virtual props; the sending module 4652 is also configured to send a recommendation message to the target second member account with the acquisition entrance of the target virtual prop with the highest corresponding recommendation parameter.
  • the recommendation message further carries at least one of the following information: the first member account, and the qualification required to use at least one target virtual item.
  • the software modules in the interactive processing device 565 for the virtual scene stored in the memory 560 may include: a display module 5651 and an equipment module 5652.
  • the display module 5651 is configured to display a virtual scene, wherein a second member account is logged into the virtual scene; the display module 5651 is also configured to display at least one recommendation message sent by at least one first member account in the virtual scene, wherein the recommendation message carries an acquisition entry corresponding to at least one target virtual prop in the virtual prop warehouse, and the target virtual prop is a virtual prop selected by the first member account in the virtual prop warehouse; the equipment module 5652 is configured to equip at least one target virtual prop to at least one virtual object controlled by the second member account in response to a trigger operation on the acquisition entry in at least one recommendation message.
  • the display module 5651 is further configured to display the plurality of recommended messages sent by the plurality of first member accounts respectively at one time;
  • the interactive processing device 565 of the virtual scene also includes a storage module 5653, configured to store the plurality of recommended messages sent by the plurality of first member accounts respectively in a queue in the order of receipt time;
  • the display module 5651 is further configured to display the recommended message with the earliest receipt time, and in response to the display duration of the recommended message with the earliest receipt time being greater than the set display duration threshold, or receiving a trigger operation for an acquisition entry carried by the recommended message with the earliest receipt time, switch to display the next recommended message in the queue.
  • the interactive processing device 565 of the virtual scene also includes a transfer module 5654, which is configured to transfer and execute the processing of displaying a recommendation message carrying an acquisition entrance corresponding to at least one target virtual prop in response to the second member account currently being qualified to use at least one target virtual prop; the display module 5651 is also configured to display a recommendation message carrying a pre-acquisition entrance corresponding to at least one target virtual prop in response to the second member account currently not being qualified to use at least one target virtual prop, instead of displaying the recommendation message carrying the acquisition entrance corresponding to at least one target virtual prop.
  • the eligibility for use includes that the number of virtual resources currently owned by the member account needs to be greater than a set quantity threshold, and the quantity threshold is the number of virtual resources required to purchase at least one target virtual prop;
  • the display module 5651 is also configured to respond to a trigger operation for a pre-acquisition entry, cancel the display of the recommendation message, and display at least one target virtual prop in the virtual scene;
  • the equipment module 5652 is also configured to respond to a trigger operation for at least one target virtual prop displayed in the virtual scene, and the number of virtual resources owned by the second member account is greater than the number of virtual resources required to purchase at least one target virtual prop, and after successfully deducting the corresponding number of virtual resources from the second member account, equip at least one target virtual prop to at least one virtual object controlled by the second member account.
  • the display module 5651 is also configured to display the first member account that sends the recommended message and a countdown control while displaying each recommended message; in response to the countdown of the countdown control ending, or receiving a trigger operation for the acquisition entry carried by the recommended message, cancel the display of the recommended message.
  • the embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the computer device executes the interactive processing method of the virtual scene described in the embodiment of the present application.
  • An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein computer-executable instructions are stored.
  • the processor will execute the interactive processing method of the virtual scene provided by the embodiment of the present application, for example, the interactive processing method of the virtual scene shown in Figure 3 or Figure 5.
  • the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various devices including one or any combination of the above memories.
  • executable instructions may be in 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 may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • the executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.

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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、计算机可读存储介质及计算机程序产品;方法包括:显示基于所述虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,所述虚拟道具仓库包括多个虚拟道具;响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示所述虚拟场景中的至少一个第二成员账号,其中,所述第二成员账号是除了所述第一成员账号之外的任意成员账号;响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中对应所述至少一个目标虚拟道具的获取入口。

Description

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
相关申请的交叉引用
本申请基于申请号为202211652504.2、申请日为2022年12月21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。
技术领域
本申请涉及计算机人机交互技术领域,尤其涉及一种虚拟场景的互动处理方法、装置、电子设备、计算机可读存储介质及计算机程序产品。
背景技术
基于图形处理硬件的显示技术,扩展了感知环境以及获取信息的渠道,尤其是虚拟场景的显示技术,能够根据实际应用需求实现受控于用户或者人工智能的虚拟对象之间的多样化的交互,具有各种典型的应用场景,例如在游戏的虚拟场景中,能够模拟虚拟对象之间的真实的对战过程。
以多人在线战术竞技游戏(MOBA,Multiplayer Online Battle Arena)为例,游戏内的装备是很核心的一套功能,正确的出装可以起到事半功倍的效果。正确的出装往往会带来团队的胜利,并且游戏内部分机制就是需要玩家(即玩家控制的虚拟对象)佩戴对应的装备的,例如当敌对阵营中有回复类的英雄时,我方就需要购买减少回复的装备。然而,由于不同玩家对于装备的理解不一,以及新手玩家对于装备不够熟悉,导致部分玩家不能购买正确的装备,就会出现有玩家需要告知另一玩家应该购买哪件装备的需求。
相关技术中,装备的推荐通常是由玩家通过打字或者语音沟通完成的,推荐效率较低,并且具有很强的局限性,例如即便向新手玩家告知了需要购买的装备,新手玩家由于对游戏不熟悉也很有可能找不到该装备的具体位置。
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,能够提高虚拟场景中虚拟道具的推荐效率和装备效率,以及节约终端设备和服务器的资源开销。
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,包括:
显示基于所述虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,所述虚拟道具仓库包括多个虚拟道具;
响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示所述虚拟场景中的至少一个第二成员账号,其中,所述第二成员账号是除了所述第一成员账号之外的任意成员账号;
响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中对应所述至少一个目标虚拟道具的获取入口。
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,配置为显示基于所述虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,所述虚拟道具仓库包括多个虚拟道具;
所述显示模块,还配置为响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示所述虚拟场景中的至少一个第二成员账号,其中,所述第二成员账号是除了所述第一成员账号之外的任意成员账号;
发送模块,配置为响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中对应所述至少一个目标虚拟道具的获取入口。
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,包括:
显示虚拟场景,其中,所述虚拟场景登录有第二成员账号;
显示所述虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,其中,所述推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口,所述目标虚拟道具是所述虚拟道具仓库中被所述第一成员账号选中的虚拟道具;
响应于针对所述至少一条推荐消息中的所述获取入口的触发操作,将所述至少一个目标虚拟道具装备到所述第二成员账号控制的至少一个虚拟对象。
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,配置为显示虚拟场景,其中,所述虚拟场景登录有第二成员账号;
所述显示模块,还配置为显示所述虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,其中,所述推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口,所述目标虚拟道具是所述虚拟道具仓库中被所述第一成员账号选中的虚拟道具;
装备模块,配置为响应于针对所述至少一条推荐消息中的所述获取入口的触发操作,将所述至少一个目标虚拟道具装备到所述第二成员账号控制的至少一个虚拟对象。
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:
在虚拟道具仓库中选中需要推荐的目标虚拟道具之后,在目标虚拟道具的邻近区域显示待推荐的至少一个第二成员账号,随后在选中需要推荐的目标第二成员账号之后,向目标第二成员账号发送携带对应目标虚拟道具的获取入口的推荐消息,如此,目标第二成员账号关联的玩家可以通过获取入口来快速地为自己控制的虚拟对象装备目标虚拟道具,提高了虚拟道具的推荐效率和装备效率,进而也提高了玩家的游戏体验,同时由于节省了玩家在虚拟道具仓库中寻找目标虚拟道具所需要消耗的时间,加快了游戏进程,从而可以有效节约终端设备和服务器的资源开销。
附图说明
图1是本申请实施例提供的虚拟场景的互动处理系统100的架构示意图;
图2A是本申请实施例提供的第一终端设备400的结构示意图;
图2B是本申请实施例提供的第二终端设备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4E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5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6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7是本申请实施例提供的多个队友头像的排序示意图;
图8A和图8B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9是本申请实施例提供的多个推荐消息的切换显示原理示意图;
图10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11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。
具体实施方式
为了使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请作进一步地详细描述,所描述的实施例不应视为对本申请的限制,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其它实施例,都属于本申请保护的范围。
在以下的描述中,涉及到“一些实施例”,其描述了所有可能实施例的子集,但是可以理解,“一些实施例”可以是所有可能实施例的相同子集或不同子集,并且可以在不冲突的情况下相互结合。
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(例如用户控制的游戏角色的数据),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)虚拟道具:又称游戏道具或者游戏物品,是游戏中的各种虚拟物品的统称。游戏道具有很多不同种类,用途也多种多样,游戏道具常见于多种游戏类型中,各种道具应用于游戏中的战斗、生活、休闲等方面。游戏道具的类型一般可以分为:装备型道具(即游戏装备,是游戏角色可以装备的道具,影响游戏角色的属性数据和战斗能力)、消耗型道具(消耗型道具使用之后是会消耗掉的,用一个少一个,例如各种回复药水、传送道具等)、材料型道具(是游戏的制造系统或强化系统中专用的一些材料,例如制造用的各种矿石、皮毛等)。
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,能够提高虚拟道具的推荐效率和装备效率。下面说明本申请实施例提供的电子设备的示例性应用,本申请实施例提供的电子设备可以实施为终端设备(包括第一终端设备和第二终端设备,其中,第一终端设备是推荐消息的发送者关联的终端设备,第二终端设备是推荐消息的接收者关联的终端设备),或者由终端设备和服务器协同实施。下面以由终端设备和服务器协同实施本申请实施例提供的虚拟场景的互动处理方法为例进行说明。
示例的,参见图1,图1是本申请实施例提供的虚拟场景的互动处理系统100的架构示意图,为实现支撑提高虚拟道具的推荐效率的应用,如图1所示,虚拟场景的互动处理系统100包括:服务器200、网络300、第一终端设备400和第二终端设备500,其中,网络300可以是局域网或者广域网,又或者是二者的组合,第一终端设备400是推荐消息的发送者(例如玩家1)关联的终端设备,第二终端设备500是推荐消息的接收者(例如玩家2)关联的终端设备,第一终端设备400上运行的客户端410和第二终端设备500上运行的客户端510是相同类型的客户端,例如可以是射击游戏(STG,Shooting Game)、第一人称射击游戏(FPS,First-Person Shooting Game)、第三人称射击游戏(TPS,Third-Personal Shooting Game)、多人在线战术竞技游戏、角色扮演游戏(RPG,Role-Playing Game)、即时战略游戏(RTS,Real-Time Strategy Game)、竞速游戏(PCG,Racing Game)、音乐游戏(MUG,Music Game)、竞技交友程序、游戏组队程序等,服务器200可以是客户端410和客户端510的后台服务器(例如游戏后台服务器)。
在一些实施例中,玩家1可以通过第一终端设备400经由服务器200向玩家2关联的终端设备500发送推荐消息,其中,推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具(即玩家1想要向玩家2推荐的虚拟道具)的获取入口(例如购买入口),如此,玩家2只需通过点击购买入口即可购买玩家1推荐的虚拟道具,提高了玩家在游戏中购买正确的虚拟道具的成功率,进而提升了玩家的游戏体验。
需要说明的是,上述第一终端设备400和第二终端设备500的数量可以是多个,也就是说,可以是多个玩家向一个玩家进行虚拟道具的推荐(在这种情况下,第一终端设备400的数量为多个,第二终端设备500的数量为1个),也可以是一个玩家向多个玩家进行虚拟道具的推荐(在这种情况下,第一终端设备400的数量为1个,第二终端设备500的数量为多个),还可以是多个玩家向多个玩家进行虚拟道具的推荐(在这种情况下,第一终端设备400和第二终端设备500的数量均为多个),本申请实施例对此不做具体限定。
在一些实施例中,第一终端设备400和第二终端设备500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,例如多人在线竞技类游戏APP(即上述的客户端410和客户端510);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。
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1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(包括第一终端设备400和第二终端设备500)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(例如第一终端设备400和第二终端设备500)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。
下面继续对图1中示出的第一终端设备400的结构进行说明。示例的,参见图2A,图2A是本申请实施例提供的第一终端设备400的结构示意图,图2A所示的第一终端设备400包括:至少一个处理器420、存储器460、至少一个网络接口430和用户接口440。第一终端设备400中的各个组件通过总线系统450耦合在一起。可理解,总线系统450用于实现这些组件之间的连接通信。总线系统450除包括数据总线之外,还包括电源总线、控制总线和状态信号总线。但是为了清楚说明起见,在图2A中将各种总线都标为总线系统450。
处理器420可以是一种集成电路芯片,具有信号的处理能力,例如通用处理器、数字信号处理器(DSP,Digital Signal Processor),或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件等,其中,通用处理器可以是微处理器或者任何常规的处理器等。
用户接口440包括使得能够呈现媒体内容的一个或多个输出装置441,包括一个或多个扬声器和/或一个或多个视觉显示屏。用户接口440还包括一个或多个输入装置442,包括有助于用户输入的用户接口部件,比如键盘、鼠标、麦克风、触屏显示屏、摄像头、其他输入按钮和控件。
存储器460可以是可移除的,不可移除的或其组合。示例性的硬件设备包括固态存储器,硬盘驱动器,光盘驱动器等。存储器460可选地包括在物理位置上远离处理器420的一个或多个存储设备。
存储器460包括易失性存储器或非易失性存储器,也可包括易失性和非易失性存储器两者。非易失性存储器可以是只读存储器(ROM,Read Only Memory),易失性存储器可以是随机存取存储器(RAM,Random Access Memory)。本申请实施例描述的存储器460旨在包括任意适合类型的存储器。
在一些实施例中,存储器460能够存储数据以支持各种操作,这些数据的示例包括程序、模块和数据结构或者其子集或超集,下面示例性说明。
操作系统461,包括用于处理各种基本系统服务和执行硬件相关任务的系统程序,例如框架层、核心库层、驱动层等,用于实现各种基础业务以及处理基于硬件的任务;
网络通信模块462,用于经由一个或多个(有线或无线)网络接口430到达其他计算设备,示例性的网络接口430包括:蓝牙、无线相容性认证(WiFi)、和通用串行总线(USB,Universal Serial Bus)等;
呈现模块463,用于经由一个或多个与用户接口440相关联的输出装置441(例如,显示屏、扬声器等)使得能够呈现信息(例如,用于操作外围设备和显示内容和信息的用户接口);
输入处理模块464,用于对一个或多个来自一个或多个输入装置442之一的一个或多个用户输入或互动进行检测以及翻译所检测的输入或互动。
在一些实施例中,本申请实施例提供的装置可以采用软件方式实现,图2A示出了存储在存储器460中的虚拟场景的互动处理装置465,其可以是程序和插件等形式的软件,包括以下软件模块:显示模块4651、发送模块4652、获取模块4653、删除模块4654、转入模块4655和预测模块4656,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2A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465排除了可以只包括显示模块4651和发送模块4652的实施,将在下文中说明各个模块的功能。
下面继续对图1中示出的第二终端设备500的结构进行说明。示例的,参见图2B,图2B是本申请实施例提供的第二终端设备500的结构示意图,如图2B所示,第二终端设备500包括:至少一个处理器520、网络接口530、用户接口540(包括输出装置541和输入装置542)、总线系统550和存储器560,其中,存储器560包括:操作系统561、网络通信模块562、呈现模块563、输入处理模块564和虚拟场景的互动处理装置565。虚拟场景的互动处理装置565,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5651、装备模块5652、存储模块5653和转入模块5654,这些模块是逻辑上的,因此可以根据所实现的功能进行任意的组合或进一步拆分。需要指出的是,在图2B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565排除了可以只包括显示模块5651和装备模块5652的实施,将在下文中说明各个模块的功能。
下面将从第一终端设备和第二终端设备交互的角度,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。其中,第一终端设备是推荐消息的发送者关联的终端设备,第二终端设备是推荐消息的接收者关联的终端设备,第一终端设备和第二终端设备的数量可以是一个或者多个。
示例的,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(包括第一终端设备和第二终端设备)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(例如虚拟场景客户端)进行具体区分。
在步骤101中,第一终端设备显示基于虚拟场景中的第一成员账号登录的虚拟道具仓库。
这里,虚拟道具仓库(例如虚拟商店)可以包括虚拟场景中的多个虚拟道具。
在一些实施例中,以第一终端设备为玩家1关联的终端设备A为例,在终端设备A上可以运行有虚拟场景客户端(例如MOBA类游戏APP),玩家1在使用第一成员账号(例如玩家1之前注册的游戏账号1)登录虚拟场景客户端之后,可以在终端设备A上显示虚拟场景,在虚拟场景中可以显示有受控于玩家1的至少一个虚拟对象(例如虚拟对象1),也就是说,玩家1可以通过游戏账号1来控制虚拟对象1。此外,在虚拟场景中还可以显示有虚拟道具仓库入口(例如虚拟商店入口)。当接收到玩家1针对虚拟道具仓库入口的点击操作时,可以在虚拟场景中显示虚拟道具仓库,在虚拟道具仓库中可以显示有多个不同类型的虚拟道具,以供玩家1进行选择。
在步骤102中,第一终端设备响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示虚拟场景中的至少一个第二成员账号。
这里,第二成员账号可以是虚拟场景中除了第一成员账号之外的任意成员账号,也可以是虚拟场景中与第一成员账号具有社交关系的成员账号,也就是说,玩家1既可以向游戏中的所有其他玩家进行游戏装备的推荐,也可以只向自己的队友进行游戏装备的推荐。
在一些实施例中,当至少一个第二成员账号的数量为多个时,第一终端设备可以通过以下方式实现上述的显示虚拟场景中的至少一个第二成员账号:以轮盘或者列表的方式,显示虚拟场景中的多个第二成员账号(例如显示第二成员账号的头像和名称至少之一、或者显示第二成员账号控制的虚拟对象的头像和名称至少之一),其中,多个第二成员账号可以是按照特定的排序方式(在轮盘或者列表中)显示的,排序方式包括以下之一:多个第二成员账号分别控制的多个虚拟对象在虚拟场景中的职能优先级从高到低的顺序;多个第二成员账号与第一成员账号之间的互动频次从高到低的顺序;多个第二成员账号与第一成员账号最近一次互动的时刻距离当前时刻从近到远的顺序;多个第二成员账号的等级从高到低的顺序。
需要说明的是,虚拟对象在虚拟场景中的职能可以通过分路来表征,例如以MOBA类游戏为例,根据虚拟对象在对战中的作战位置,可以将虚拟对象的类型划分为上单、中单、打野、射手和辅助中的至少一种,其中,不同类型的虚拟对象在对战中需要负责的职能不同,例如上单主要负责伤害输出(对应的职能优先级最高)、辅助主要负责治疗、提供视野等(对应的职能优先级最低)。示例的,以团队对抗的FPS游戏为例,游戏中虚拟对象的类型可以包括机枪手、狙击手、医疗兵、驾驶员、指挥员中的至少一种,其中,不同类型的虚拟对象在对抗中需要负责的职能不同,例如指挥员主要负责战术制定(对应的职能优先级最高)、医疗兵主要负责救护(对应的职能优先级最低)。
在另一些实施例中,第一终端设备还可以通过以下方式实现上述的显示虚拟场景中的至少一个第二成员账号:针对每个第二成员账号,执行以下处理:响应于第二成员账号已经拥有至少一个目标虚拟道具、或者没有资格使用至少一个目标虚拟道具(例如由于系统限制,或者成员账号的等级不够导致没有资格使用目标虚拟道具),显示处于不可触发状态的第二成员账号,即第二成员账号当前不能被选中,例如可以对第二成员账号进行置灰处理;响应于第二成员账号未拥有至少一个目标虚拟道具,且有资格使用至少一个目标虚拟道具,显示处于可触发状态的第二成员账号,即第二成员账号当前处于可以被选中的状态。
示例的,以第一终端设备为玩家1关联的终端设备A为例,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,玩家1在基于第一成员账号(例如玩家1先前注册的游戏账号1)登录终端设备A上运行的虚拟场景客户端之后,可以在终端设备A的人机交互界面中显示虚拟场景401,在虚拟场景401中显示有受控于玩家1的虚拟对象402(例如虚拟对象1),玩家1可以通过游戏账号1控制虚拟对象402在虚拟场景401中进行活动。在虚拟场景401中还显示有虚拟商店入口403,当接收到玩家1针对虚拟场景401中显示的虚拟商店入口403的点击操作时,可以在虚拟场景401中显示虚拟商店404,在虚拟商店404中显示有多个虚拟道具,以供玩家1进行选择。当接收到玩家1针对虚拟商店404中显示的虚拟道具405(即被玩家1选中的想要进行推荐的目标虚拟道具)的长按操作(例如点击操作为购买虚拟道具405,长按操作为呼出轮盘406进行虚拟道具的推荐)时,可以在虚拟道具405的邻近区域中显示轮盘406,在轮盘406中显示有玩家1的多个队友分别控制的虚拟对象的头像,例如包括队友1通过游戏账号2控制的虚拟对象2的头像4061、队友2通过游戏账号3控制的虚拟对象3的头像4062、队友3通过游戏账号4控制的虚拟对象4的头像4063和队友4通过游戏账号5控制的虚拟对象5的头像4064。其中,假设队友3控制的虚拟对象4已经装备了虚拟道具405或者由于游戏系统的限制,虚拟对象4无法装备虚拟道具405,则可以对队友3控制的虚拟对象4的头像4063进行置灰处理,此时,头像4063处于不可选中状态,从而可以避免向队友3重复推荐已经购买的虚拟道具,或者避免向队友3推荐无法装备的虚拟道具,对队友3造成困扰。
在另一些实施例中,第一终端设备还可以通过以下方式实现上述的显示虚拟场景中的至少一个第二成员账号:获取虚拟场景中与第一成员账号具有社交关系(例如好友关系、或者是处于同一个阵营)的第二成员账号;删除多个第二成员账号中满足以下条件至少之一的第二成员账号:已经拥有至少一个目标虚拟道具、没有资格使用至少一个目标虚拟道具;显示剩余的至少一个第二成员账号。
示例的,以第一终端设备为玩家1关联的终端设备A为例,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,玩家1在基于第一成员账号(例如游戏账号1)登录终端设备A上运行的虚拟场景客户端之后,可以在终端设备A的人机交互界面中显示虚拟场景401,在虚拟场景401中显示有受控于玩家1的虚拟对象402(例如虚拟对象1)、以及虚拟商店入口403。当接收到玩家1针对虚拟商店入口403的点击操作时,可以在虚拟场景401中显示虚拟商店404,在虚拟商店404中显示有多个虚拟道具。在接收到玩家1针对虚拟商店404中显示的虚拟道具405(即被玩家1选中的目标虚拟道具)的长按操作时,可以首先获取与游戏账号1属于同一个阵营的其他游戏账号,例如包括玩家2注册的游戏账号2、玩家3注册的游戏账号3、玩家4注册的游戏账号4和玩家5注册的游戏账号5(即玩家2至玩家5是玩家1的队友),接着,可以从多个游戏账号中删除满足以下条件的游戏账号:已经拥有虚拟道具405或者没有资格使用虚拟道具405,假设受控于游戏账号4的虚拟对象4已经装备了虚拟道具405,则可以删除游戏账号4,随后可以在虚拟道具405的邻近区域(例如右侧)显示列表407,并在列表407中显示剩余的游戏账号控制的虚拟对象的头像,例如包括玩家2通过游戏账号2控制的虚拟对象2的头像4071、玩家3通过游戏账号3控制的虚拟对象3的头像4072、以及玩家5通过游戏账号5控制的虚拟对象5的头像4073,如此,可以节约用于显示待推荐对象的空间。
在一些实施例中,道具推荐功能可以是有冷却时间(CD,Cool Down Time)的,即在进行一次道具推荐之后需要缓冲等待一段时间才能再次进行道具的推荐,则第一终端设备在执行图3示出的步骤102之前,还可以执行图5示出的步骤106和步骤107,将结合图5示出的步骤进行说明。
在步骤106中,第一终端设备接收道具选择操作。
在一些实施例中,道具选择操作可以是针对目标虚拟道具的长按操作,例如以第一终端设备为玩家1关联的终端设备A为例,当终端设备A接收到玩家1针对虚拟道具仓库中显示的目标虚拟道具的长按操作时,执行后续的步骤107。
在步骤107中,第一终端设备判断第一时刻与第二时刻之间的时间差是否小于设定的时间差阈值,如果是,则执行步骤108;如果否,则执行步骤102。
这里,第一时刻是上一次发送推荐消息的时刻,第二时刻是接收到道具选择操作的时刻。也就是说,第一终端设备在接收到玩家触发的道具选择操作时(例如针对目标虚拟道具的长按操作),会首先判断接收到道具选择操作的时刻与上一次发送推荐消息的时刻之间的时间差是否小于设定的时间差阈值(例如60秒),即判断道具推荐功能是否处于冷却状态,如果是,则可以在虚拟场景中显示提示信息,以提示玩家道具推荐功能当前处于冷却状态,请稍后再试;如果否,则可以在目标虚拟道具的邻近区域中,显示虚拟场景中的至少一个第二成员账号,以供玩家进行选择。
在步骤108中,第一终端设备显示提示信息。
这里,提示信息用于提示玩家道具推荐功能当前处于冷却状态,请稍后再试。
在一些实施例中,推荐消息的发送者(例如玩家1)在虚拟道具仓库中选择需要推荐的虚拟道具(即目标虚拟道具)之前,还可以向玩家1推荐可能选择的虚拟道具,以节约玩家1在虚拟道具仓库中选择虚拟道具需要花费的时间,例如在虚拟道具仓库中,向第一成员账号推荐的虚拟道具的显示方式,可以区别于虚拟道具仓库中其他虚拟道具的显示方式,例如可以采用高亮或者闪烁的方式显示向第一成员账号推荐的虚拟道具,其中,其他虚拟道具是多个虚拟道具中除向第一成员账号推荐的虚拟道具之外的虚拟道具,向第一成员账号推荐的虚拟道具可以包括以下至少之一:第一成员账号使用次数大于次数阈值的虚拟道具(例如推荐消息的发送者控制的虚拟对象高频使用的虚拟道具)、与第一成员账号已经拥有的虚拟道具能够协同使用的虚拟道具,如此,可以有效节约玩家在选择虚拟道具进行推荐时需要花费的时间,提升了玩家的游戏体验。
在步骤103中,第一终端设备响应于成员账号选择操作,向被选中的至少一个目标第二成员账号关联的第二终端设备发送推荐消息。
这里,推荐消息可以携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口(例如购买入口)。
在一些实施例中,当至少一个目标虚拟道具的数量为多个,且至少一个目标第二成员账号的数量为多个时,第一终端设备可以通过以下方式实现上述的向被选中的至少一个目标第二成员账号关联的第二终端设备发送推荐消息:向多个目标第二成员账号分别关联的多个第二终端设备分别发送相同的推荐消息,其中,推荐消息携带虚拟道具仓库中分别对应多个目标虚拟道具的获取入口。
示例的,以第一终端设备为玩家1关联的终端设备A为例,假设玩家1在虚拟道具仓库中选中了3个虚拟道具(即目标虚拟道具的数量为3个,假设分别为虚拟道具1、虚拟道具2和虚拟道具3),同时假设玩家1选中了2个第二成员账号(即目标第二成员账号的数量为2个,假设分别为玩家2注册的游戏账号2和玩家3注册的游戏账号3),则终端设备A可以向玩家2关联的终端设备B和玩家3关联的终端设备C发送相同的推荐消息,其中,推荐消息可以携带虚拟道具仓库中分别对应虚拟道具1、虚拟道具2和虚拟道具3的获取入口,例如在推荐消息中可以携带3个获取入口,其中,获取入口1对应虚拟道具1、获取入口2对应虚拟道具2、获取入口3对应虚拟道具3,如此,玩家2或者玩家3可以根据玩家1的推荐自行选择适合自己控制的虚拟对象的虚拟道具。
需要说明的是,多个目标虚拟道具也可以对应同一个获取入口,例如上述的虚拟道具1、虚拟道具2和虚拟道具3可以对应同一个获取入口,如此,玩家2或玩家3可以一次性将多个虚拟道具装备到自己控制的虚拟对象,本申请实施例对此不做具体限定。
在另一些实施例中,当至少一个目标虚拟道具的数量为多个,且至少一个目标第二成员账号的数量为多个时,第一终端设备还可以通过以下方式实现上述的向被选中的至少一个目标第二成员账号关联的第二终端设备发送推荐消息:向多个目标第二成员账号分别关联的多个第二终端设备分别发送一一对应的多个推荐消息,其中,每个推荐消息携带虚拟道具仓库中对应一个目标虚拟道具的获取入口。
示例的,以第一终端设备为玩家1关联的终端设备A为例,假设玩家1在虚拟道具仓库中选中了3个虚拟道具(即目标虚拟道具的数量为3个,假设分别为虚拟道具1、虚拟道具2和虚拟道具3),同时假设玩家1选中了3个第二成员账号(即目标第二成员账号的数量为3个,假设分别为玩家2注册的游戏账号2、玩家3注册的游戏账号3和玩家4注册的游戏账号4),则终端设备A可以分别向玩家2关联的终端设备B、玩家3关联的终端设备C和玩家4关联的终端设备D发送一一对应的推荐消息,例如终端设备A可以向终端设备B发送推荐消息1、向终端设备C发送推荐消息2、向终端设备D发送推荐消息3,其中,推荐消息1携带虚拟道具仓库中虚拟道具1对应的获取入口(即将虚拟道具1推荐给玩家2),推荐消息2携带虚拟道具仓库中虚拟道具2对应的获取入口(即将虚拟道具2推荐给玩家3),推荐消息3携带虚拟道具仓库中虚拟道具3对应的获取入口(即将虚拟道具3推荐给玩家4),如此,玩家1可以批量地向不同的玩家分别推荐不同的虚拟道具,进一步提高了虚拟道具的推荐效率。
在一些实施例中,当玩家选中了多个虚拟道具、以及多个第二成员账号时,还可以基于人工智能的方式确定向每个第二成员账号发送的推荐消息。
示例的,第一终端设备可以通过以下方式实现上述的向多个目标第二成员账号分别关联的多个第二终端设备分别发送一一对应的多个推荐消息:针对每个目标第二成员账号,执行以下处理:基于目标第二成员账号的特征信息(例如目标第二成员账号控制的虚拟对象的特征信息,包括虚拟对象的状态值、所具有的技能、在阵营中的职能等)、虚拟场景的特征信息(例如虚拟场景的地图类型、尺寸等)、以及多个目标虚拟道具在虚拟场景中分别具有的功能,调用机器学习模型进行推荐参数预测处理,得到多个目标虚拟道具分别对应的推荐参数(例如点击率);向目标第二成员账号关联的第二终端设备发送携带推荐参数最高的目标虚拟道具(即点击率最高的目标虚拟道具)的获取入口的推荐消息。
下面对机器学习模型的训练过程进行具体说明。
在一些实施例中,服务器可以基于样本第二成员账号的特征信息、样本虚拟场景的特征信息、以及多个样本虚拟道具在样本虚拟场景中分别具有的功能,调用初始化的机器学习模型进行预测处理,得到每个样本虚拟道具分别对应的推荐参数;接着可以将样本虚拟道具的推荐参数与针对样本虚拟道具的标记数据代入损失函数进行反向传播处理,并在反向传播处理的过程中更新机器学习模型的参数,得到训练后的机器学习模型,随后服务器可以将训练后的机器学习模型发送至第一终端设备。
下面继续对训练机器学习模型的过程中所使用的损失函数进行说明。
本申请实施例可以使用各种不同类型的损失函数对机器学习模型进行训练,例如包括回归损失函数、二分类损失函数、合页(Hinge)损失、多分类损失函数、以及多分类交叉熵损失等。
示例的,多分类交叉熵损失是二元交叉熵损失的推广,对于输入向量Xi和相应的独热(one-hot)编码目标向量Yi的损失是:
其中,pij表示上述样本第二成员账号的特征信息、样本虚拟场景的特征信息、以及样本虚拟道具所具有的功能的独热编码向量的嵌入表示,yij表示基于机器学习模型预测得到的样本虚拟道具的推荐参数(例如点击率)。
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表示被使用,0表示未被使用)的支持向量机。例如,数据对(x,y)的Hinge损失的计算公式如下:L=max(0,1-y*f(x))      (2)
其中,y表示样本虚拟道具的标记数据,f(x)表示基于机器学习模型预测得到的样本虚拟道具的点击率,Hinge损失简化了支持向量机的数学运算,同时最大化了损失。
下面继续对机器学习模型的结构进行说明。
在一些实施例中,机器学习模型的示例性结构可以包括:输入层(即嵌入层)、编码层(例如可以由多个级联的卷积层组成)、全连接层和输出层(包括激活函数,例如Softmax函数),例如可以将目标第二成员账号的特征信息、虚拟场景的特征信息、以及多个目标虚拟道具在虚拟道具中所分别具有的功能输入至输入层中进行嵌入处理,接着通过编码层对输入层输出的嵌入特征向量进行编码处理,得到隐层特征向量,随后通过全连接层对隐层特征向量进行全连接处理,最后将全连接层输出的全连接结果输入至输出层,以通过输出层进行激活处理,得到多个目标虚拟道具分别对应的推荐参数。
需要说明的是,上述的机器学习模型可以是神经网络模型(例如卷积神经网络、深度卷积神经网络、或者全连接神经网络等)、决策树模型、梯度提升树、多层感知机、以及支持向量机等,本申请实施例对机器学习模型的类型不做具体限定。
在一些实施例中,推荐消息还可以携带以下信息至少之一:第一成员账号、使用至少一个目标虚拟道具需要的资格(例如购买至少一个目标虚拟道具需要消耗的虚拟资源的数量、或者使用至少一个目标虚拟道具需要达到的等级、历史战绩等,例如当成员账号的等级达到10级时,才能使用至少一个目标虚拟道具,或者当成员账号的胜率达到80%时,才能使用至少一个目标虚拟道具)。
在步骤104中,第二终端设备显示虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息。
在一些实施例中,当至少一条推荐消息为多个第一成员账号分别发送的多条推荐消息时,第二终端设备可以通过以下方式实现步骤104:执行以下处理之一:一次性显示多个第一成员账号分别发送的多条推荐消息;将多个第一成员账号分别发送的多条推荐消息按照接收时间的先后顺序存储至队列中,显示队列中接收时间最早的推荐消息,以及响应于接收时间最早的推荐消息的显示时长大于设定的显示时长阈值(例如假设为3秒)、或者接收到针对接收时间最早的推荐消息携带的获取入口的触发操作,切换显示队列中的下一条推荐消息。
示例的,以第二终端设备为玩家2关联的终端设备B为例,如图4C所示,在终端设备B上运行有虚拟场景客户端,玩家2可以使用第二成员账号(例如玩家2预先注册的游戏账号2)登录虚拟场景客户端,以在终端设备B上显示虚拟场景408,在虚拟场景408中显示有受控于玩家2的虚拟对象409,假设终端设备B在设定时长内(例如30秒)先后接收到多个第一成员账号分别发送的多条推荐消息,则可以在虚拟场景408中一次性显示多个第一成员账号分别发送的多条推荐消息,例如包括玩家1通过终端设备A发送的推荐消息410,在推荐消息410中携带有玩家1在虚拟商店中选中的虚拟道具4101对应的购买入口4102(在推荐消息410中还可以携带发送推荐消息410的第一成员账号控制的虚拟对象的头像,例如玩家1控制的虚拟对象的头像4103,以告知玩家2是谁推荐了虚拟道具4101),玩家3通过终端设备C发送的推荐消息411,在推荐消息411中携带有玩家3在虚拟商店中选中的虚拟道具4111对应的购买入口4112(在推荐消息411中还可以携带玩家3控制的虚拟对象的头像4113,以告知玩家2是谁推荐了虚拟道具4111),玩家4通过终端设备D发送的推荐消息412,在推荐消息412中携带有玩家4在虚拟商店中选中的虚拟道具4121对应的购买入口4122(在推荐消息412中还可以携带玩家4控制的虚拟对象的头像4123,以告知玩家2是谁推荐了虚拟道具4121),如此,通过一次性在虚拟场景中显示多个第一成员账号分别发送的推荐消息,接收者可以更加有效的在游戏中购买正确的虚拟道具,提升了玩家的游戏体验。
需要说明的是,上述多个推荐消息也可以是在虚拟场景中切换显示的,即每次仅显示一条推荐消息,当该推荐消息的显示时长大于显示的显示时长阈值(例如3秒)或者接收到玩家针对该推荐消息携带的获取入口的触发操作,又或者是接收到针对该推荐消息的关闭操作时,切换显示下一条推荐消息,本申请实施例不对多条推荐消息在虚拟场景中的显示方式进行具体限定。
示例的,以第二终端设备为玩家2关联的终端设备B为例,如图4D所示,在终端设备B上运行有虚拟场景客户端,玩家2可以使用第二成员账号(例如玩家2预先注册的游戏账号2)登录虚拟场景客户端,以在终端设备B上显示虚拟场景408,在虚拟场景408中显示有受控于玩家2的虚拟对象409,假设终端设备B在设定时长内(例如30秒)先后接收到多个第一成员账号分别发送的多条推荐消息,则终端设备B可以按照接收时间的先后顺序将多条推荐消息存储至队列中,并首先从队列中读取接收时间最早的推荐消息进行显示,例如可以在虚拟场景408中显示玩家1通过终端设备A发送的推荐消息410(即推荐消息410是多条推荐消息中接收时间最早的推荐消息),当推荐消息410的显示时长超过设定的显示时长阈值(例如3秒),或者接收到玩家2针对推荐消息410携带的购买入口的点击操作时,可以在虚拟场景408中切换显示队列中位于推荐消息410之后的推荐消息,例如可以在虚拟场景408中切换显示玩家3通过终端设备C发送的推荐消息411;随后当推荐消息411的显示时长大于3秒,或者接收到玩家2针对推荐消息411携带的购买入口的点击操作时,可以切换显示队列中位于推荐消息411之后的推荐消息,例如玩家4通过终端设备D发送的推荐消息412,如此,通过每次仅显示一条推荐消息,在满足推荐需求的同时,避免由于显示的推荐消息的数量过多,对玩家正常的游戏过程造成干扰。
在另一些实施例中,第二终端设备在显示携带对应至少一个目标虚拟道具的获取入口的推荐消息之前,还可以执行以下处理:响应于目标第二成员账号当前具有使用至少一个目标虚拟道具的资格,转入执行显示携带对应至少一个目标虚拟道具的获取入口的推荐消息的处理;响应于目标第二成员账号当前不具有使用至少一个目标虚拟道具的资格,显示携带对应至少一个目标虚拟道具的预获取入口的推荐消息,以替代显示携带对应至少一个目标虚拟道具的获取入口的推荐消息。
示例的,使用资格可以是成员账号当前拥有的虚拟资源(例如虚拟金币、虚拟元宝等)的数量需要大于设定的数量阈值,其中,数量阈值可以是购买至少一个目标虚拟道具需要消耗的虚拟资源的数量,则第二终端设备还可以执行以下处理:响应于针对预获取入口(例如预购入口)的触发操作,取消显示推荐消息,并在虚拟场景中显示至少一个目标虚拟道具;响应于针对在虚拟场景中显示的至少一个目标虚拟道具的触发操作、且目标第二成员账号拥有的虚拟资源的数量大于购买至少一个目标虚拟道具需要耗费的虚拟资源的数量,在成功扣除目标第二成员账号相应数量的虚拟资源后,将至少一个目标虚拟道具装备到第二成员账号控制的至少一个虚拟对象。
在另一些实施例中,第二终端设备还可以执行以下处理:在显示每条推荐消息的期间,显示发送该推荐消息的第一成员账号(例如显示第一成员账号的头像和名称至少之一、或者显示第一成员账号控制的虚拟对象的头像和名称至少之一)、以及倒计时控件;响应于倒计时控件的倒计时结束,或者接收到针对该推荐消息携带的获取入口的触发操作,取消显示该推荐消息。
示例的,以第二终端设备为玩家2关联的终端设备B为例,参见图4E,图4E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4E所示,在虚拟场景408中显示有受控于玩家2的虚拟对象409,假设终端设备B接收到玩家1通过终端设备A发送的推荐消息,其中,推荐消息携带玩家1在虚拟商店中选中的目标虚拟道具(例如假设为虚拟道具A),则终端设备B可以在接收到终端设备A发送的推荐消息之后,首先判断玩家2关联的成员账号(例如玩家2预先注册的游戏账号2)在虚拟场景408中当前拥有的虚拟金币的数量是否充足(即是否大于购买虚拟道具A需要消耗的虚拟金币的数量),当游戏账号2当前拥有的虚拟金币的数量小于购买虚拟道具A需要消耗的数量时(即游戏账号2当前拥有的虚拟金币的数量不足),则可以在虚拟场景408中显示携带预购入口4131的推荐消息413,推荐消息413还可以携带有倒计时控件4132,当倒计时控件4132的倒计时结束时,或者接收到玩家2针对预购入口4131的点击操作时,可以取消显示推荐消息413,并在虚拟场景408中显示虚拟道具A,如此,当玩家2拥有的虚拟金币的数量足够多时,可以直接通过点击在虚拟场景408中显示的虚拟道具A进行购买;当游戏账号2当前拥有的虚拟金币的数量充足(即大于购买虚拟道具A需要消耗的虚拟金币的数量)时,可以在虚拟场景408中显示携带购买入口4141的推荐消息414,推荐消息414还可以携带倒计时控件4142,当倒计时控件4142中的倒计时结束时,可以取消显示推荐消息414;或者,当接收到玩家2针对购买入口4141的点击操作时,可以将虚拟道具A装备到玩家2控制的虚拟对象409。
在步骤105中,第二终端设备响应于针对至少一条推荐消息中的获取入口的触发操作,将至少一个目标虚拟道具装备到目标第二成员账号控制的至少一个虚拟对象。
在一些实施例中,以第二终端设备为玩家2关联的终端设备B为例,在终端设备B上显示有虚拟场景,在虚拟场景中可以显示有受控于玩家2的虚拟对象(例如虚拟对象A)、以及至少一个第一成员账号发送的至少一条推荐消息,例如玩家1通过终端设备A发送的推荐消息1,在推荐消息1中可以携带玩家1在虚拟道具仓库中选中的目标虚拟道具(例如假设为虚拟道具A)对应的获取入口,当接收到玩家2针对推荐消息1中携带的对应虚拟道具A的获取入口的点击操作时,可以将虚拟道具A装备到玩家2控制的虚拟对象A。例如以获取入口为购买入口为例,在成功扣除玩家2关联的游戏账号2相应数量的虚拟金币之后,将虚拟道具A装备到玩家2控制的虚拟对象A。
本申请实施例提供的虚拟场景的互动处理方法,在虚拟道具仓库中选中需要推荐的目标虚拟道具之后,在目标虚拟道具的邻近区域显示待推荐的至少一个第二成员账号,随后在选中需要推荐的目标第二成员账号之后,向目标第二成员账号发送携带对应目标虚拟道具的获取入口的推荐消息,如此,目标第二成员账号关联的玩家可以通过获取入口来快速地为自己控制的虚拟对象装备目标虚拟道具,提高了虚拟道具的推荐效率和装备效率,进而也提高了玩家的游戏体验,此外,由于节约了玩家在虚拟道具仓库中寻找目标虚拟道具所需要消耗的时间,加快了游戏进程,从而可以有效节省终端设备和服务器的资源开销。
下面,以多人在线竞技游戏为例,说明本申请实施例在一个实际的应用场景中的示例性应用。
在多人在线竞技游戏中,游戏中的虚拟道具(例如虚拟装备,下文中简称为装备)是很核心的一套功能,正确的出装可以起到事半功倍的效果。正确的出装可以给团队带来胜利,并且游戏内部分机制就需要玩家控制的游戏角色佩戴对应的装备的,例如对面有回复类的游戏角色(或者称英雄)时,我方一定要购买可以减少回复的装备,这也是游戏内的技巧之一。
然而,由于不同的玩家对于装备的理解不一,以及新手玩家对于游戏中的装备不够熟悉等原因,导致部分玩家不能购买正确的装备,就会出现有玩家需要告知另一玩家应该购买哪件装备的需求。相关技术中,上述需求一般靠玩家打字或者语音沟通进行完成,效率很低,并且局限性很强。例如即便向新手玩家告知了需要购买的装备,新手玩家由于对游戏不熟悉也很有可能找不到该装备在游戏中的具体位置。
鉴于此,本申请实施例提供一种虚拟场景的互动处理方法,通过在游戏中,发起者(例如玩家1)在虚拟商店中寻找到对应的装备并发送给对应的接收者(例如玩家2),玩家2在接收到玩家1发送的推荐建议(对应于上述的推挤消息)之后进行一键进行预购,例如当接收到玩家2针对玩家1发送的推荐建议携带的预购入口的点击操作时,该装备就会成为玩家2的预购装备(例如可以直接在主界面中显示该装备),如此,发起者和接收者之间可以进行装备的一件推荐和一件预购,从而形成了闭环,促进了玩家在游戏中购买正确的装备的成功率。
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。
[根据细则91更正 23.11.2023]
在一些实施例中,以发送者为玩家1为例,参见图6,图6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6所示,当对局开始时,假设接收到玩家1针对虚拟商店入口的触发操作,可以在虚拟场景601中显示虚拟商店界面602,随后当接收到玩家1针对虚拟商店界面602中显示的某个装备的图标(例如装备A的图标603)的长按操作时,可以在图标603的邻近区域中显示轮盘604,在轮盘604中显示有参与同一对局的多个队友分别控制的游戏角色的头像,例如包括队友1控制的游戏角色B的头像6041、队友2控制的虚拟对象C的头像6042、队友3控制的虚拟对象D的头像6043、以及队友4控制的虚拟对象E的头像6044。玩家可以通过滑动手指移动至对应的头像热区表示选中,松手后流程结束,进入冷却状态,玩家1称为推荐消息的发送者。
需要说明的是,轮盘中的多个头像的位置可以根据队友的位置进行一定优先级的填充,如图7所示,假设玩家1控制的游戏角色A在游戏中的定位是射手,那么在玩家1的视野里,图7中的1号位是上单、2号位可以是中单、3号位可以是打野、4号位可以是辅助,也就是说,可以根据游戏角色在游戏中的位置的优先级进行填充,例如按照序号从小到大进行填充,当然,在进行填充之前需要去除玩家1自己控制的游戏角色。
此外,若某个玩家控制的游戏角色已经拥有了装备603或者由于游戏机制的原因无法购买装备603,则可以将该玩家控制的游戏角色的头像进行置灰处理,表征该头像无法被选中,例如假设队友3控制的游戏角色D已经拥有了装备603,则可以对头像6043进行置灰处理。另外,还需要说明的是,针对被玩家1选中的头像,则可以进行高亮显示,例如假设玩家1将手指滑动到了队友2控制的虚拟对象C的头像6042对应的热区,则可以对头像6042进行高亮显示,以表征头像6042当前处于选中状态。
在另一些实施例中,当有玩家(例如假设为玩家1)成为发起者时,则对应的被选中的玩家(例如假设为玩家2)则成为接收者,如图8A所示,玩家2关联的终端设备(例如手机)在接收到玩家1发送的推荐消息时,可以首先判断玩家2当前拥有的虚拟金币的数量是否大于购买玩家1推荐的装备(例如假设为装备A)需要消耗的数量,当玩家2当前拥有的虚拟金币的数量小于购买玩家1推荐的装备A需要消耗的数量时,可以在虚拟场景801中显示携带预购入口8021的推荐消息802,在推荐消息802中还可以显示有装备A的图标8022、以及玩家1控制的游戏角色的头像8023(即发起者头像)和购买装备A需要消耗的虚拟金币的数量8024。此外,在推荐消息802中还显示有倒计时控件8025,当倒计时控件8025中显示的倒计时结束(例如3秒)时,或者接收到玩家2针对预购入口8021的点击操作时,可以在虚拟场景801中取消显示推荐消息802,并在虚拟场景801中显示装备A的图标8022(即装备A此时成为了玩家2预购的装备),当玩家2拥有的虚拟金币的数量大于购买装备A需要消耗的数量时,可以直接通过点击虚拟场景801中显示的装备A的图标8022进行购买。
在另一些实施例中,承接上述示例,如图8B所示,当玩家2当前拥有的虚拟金币的数量大于购买玩家1推荐的装备A需要消耗的数量时,可以在虚拟场景801中显示携带购买入口8031的推荐消息803,在推荐消息803中还可以显示有装备A的图标8032、以及玩家1控制的游戏角色的头像8033(即发起者头像)和购买装备A需要消耗的虚拟金币的数量8034。此外,在推荐消息803中还显示有倒计时控件8035,当倒计时控件8035中显示的倒计时结束(例如3秒)时,可以在虚拟场景801中取消显示推荐消息803;或者当接收到玩家2针对购买入口8031的点击操作时,可以直接为玩家2控制的游戏角色(例如游戏角色B)购买装备A。
在一些实施例中,如图9所示,若有多个发起者向同一个接收者发送了推荐消息,例如假设玩家A、玩家B、玩家C陆续向玩家D发送了推荐消息,则可以按照接收时间从旧到新的顺序将多个推荐消息存储至队列中,随后按照先进先出的原则依次显示队列中存储的多个推荐消息,也就是说,当旧的推荐消息关闭后才显示新的推荐消息,例如当玩家A发送的推荐消息关闭后才会显示玩家B发送的推荐消息。
本申请实施例提供的虚拟场景的互动处理方法,主要分为两个部分,发起者的装备建议发起和接收者的推荐消息(TIPS)的显示、以及装备预购组合而成,两者互相不影响,下面针对每个功能进行单独的阐述。
下面首先对发起者发送装备建议的过程进行说明。
在一些实施例中,参见图10,图10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10示出的步骤进行说明。
在步骤201中,接收玩家针对商店界面中显示的目标装备的图标的长按操作。
在步骤202中,判断玩家是否处于装备建议的冷却状态,如果是,则执行步骤203;如果否,则执行步骤204。
在一些实施例中,当有玩家在游戏内打开虚拟商店界面,并且长按某个装备的图标(ICON)时,首先判断玩家的装备建议功能是否在冷却状态,如果是,则可以显示提示信息对玩家进行提示,例如正在冷却状态,请稍后再试,并且流程结束,如果否,则可以在该装备的邻近区域中呼出队友头像轮盘。
在步骤203中,显示正在冷却状态,请稍后再试的提示信息。
在步骤204中,显示队友头像轮盘。
在一些实施例中,可以通过以下方式显示队友头像轮盘:判断队友线路位置,根据位置优先级将队友控制的游戏角色的头像(下文中简称为队友头像)填充对应的轮盘位置,此外,还可以进一步判断队友是否已经购买了该装备或者队友购买不了该装备,如果队友没有购买该装备,且队友能够购买该装备,则可以正常显示队友控制的游戏角色的头像,表征该头像可以被选中,如果队友已经购买了该装备,或者由于游戏机制的限制队友购买不了该装备,则可以对该队友控制的游戏角色的头像进行置灰处理,表征该头像不可以被选中。
在步骤205中,判断玩家是否进行滑动,如果否,则执行步骤206;如果是,则执行步骤207。
在步骤206中,结束流程。
在步骤207中,将玩家滑动的位置对应热区的头像进行选中。
在步骤208中,发送该目标装备的购买建议至被选中的玩家,同时控制装备建议功能进入冷却状态,10秒后才可再次使用。
在一些实施例中,在呼出队友头像轮盘之后,可以进一步判断玩家是否进行了滑动的手势操作,若是则需要判断玩家滑动到的热区,将热区对应的队友头像进行选中,随后开始实时判断玩家是否松开手指,若松开则需要判断玩家是否选中了队友头像,若是则在成功发送该装备的购买建议至对应的玩家后,装备建议功能进入冷却状态,10秒后才可以再次使用,且流程结束。
下面继续对接收者的推荐消息的显示以及装备预购的过程进行说明。
在一些实施例中,参见图11,图11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11示出的步骤进行说明。
在步骤301中,接收发起者发送的装备建议。
在步骤302中,判断当前是否还有已有推荐消息正在显示,如果是,则执行步骤303;如果否,则执行步骤304。
在步骤303中,将推荐消息存入队列中,并在已有推荐消息显示结束后进行显示。
在步骤304中,判断接收者当前拥有的虚拟金币的数量是否足够购买该装备,如果是,则执行步骤305;如果否,则执行步骤309。
在步骤305中,显示包含发起者控制的游戏角色的头像、建议购买的装备的图标、购买按钮、以及3秒倒计时进度条的推荐消息。
在步骤306中,判断接收者是否点击了购买按钮,如果是,则执行步骤307;如果否,则执行步骤308。
在步骤307中,控制受控于接收者的游戏角色购买该装备,流程结束。
在步骤308中,3秒后关闭该推荐消息,流程结束。
在步骤309中,显示包含发起者控制的游戏角色的头像、建议购买的装备的图标、预购按钮、以及3秒倒计时进度条的推荐消息。
在步骤310中,判断接收者是否点击了预购按钮,如果是,则执行步骤311;如果否,则执行步骤312。
在步骤311中,在虚拟场景中显示该装备,流程结束。
在步骤312中,3秒后关闭该推荐消息,流程结束。
在一些实施例中,当有发起者发起了装备建议时,需要判断对应接收者当前是否已有推荐消息还在显示,若是则可以将该推荐消息存入队列中,并在已有推荐消息显示结束后再进行显示,若否则可以在接收者的主界面中直接显示该推荐消息。下面对推荐消息的显示过程进行说明。
示例的,在显示推荐消息之前,可以首先判断接收者当前拥有的虚拟金币的数量是否足够购买该装备,若否则可以显示包含发起者控制的游戏角色的头像、建议购买的装备的图标、预购按钮和3秒的倒计时进度条的推荐消息,随后进一步判断接收者是否点击了预购按钮,若否则3秒后关闭该推荐消息,整个流程结束;若是则接收者预购了该装备,该处可以置灰显示该装备对应的推荐,除非玩家预购了其他的装备或者取消了针对该装备的预购,又或者购买了该装备才会终止整个流程。
示例的,若接收者当前拥有的虚拟金币的数量足够购买该装备,则可以显示包含发起者控制的游戏角色的头像、建议购买的装备的图标、购买按钮、以及3秒的倒计时进度条的推荐消息,随后进一步判断接收者是否点击了购买按钮,若否则3秒后关闭该推荐消息,整个流程结束;若是则接收者购买了该装备,流程结束。
本申请实施例提供的虚拟场景的互动处理方法,通过在对局中添加了长按滑动建议装备给队友,队友收到装备建议后可以一键进行预购的两个功能,解决了游戏内玩家发现队友出错装备后想要进行纠正却没有途径的问题,并且打通了发起和接收再到预购的流程,断绝断点,让玩家的操作更加有效。整个交互过程只有长按点击两个基本的交互手势,并且接收者和发起者都只需要1步操作就可以完成流程,降低了学习的门槛,保证了该功能的易用性以及精准性,提高了游戏内玩家购买正确装备的成功率,相对的可以提高玩家在整局游戏中的胜率,进而提升了玩家的游戏体验,并且可以拔高玩家的游戏水平,对游戏起到良性的循环。
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465的实施为软件模块的示例性结构,在一些实施例中,如图2A所示,存储在存储器460的虚拟场景的互动处理装置465中的软件模块可以包括:显示模块4651和发送模块4652。
显示模块4651,配置为显示基于虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,虚拟道具仓库包括多个虚拟道具;显示模块4651,还配置为响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示虚拟场景中的至少一个第二成员账号,其中,第二成员账号是除了第一成员账号之外的任意成员账号;发送模块4652,配置为响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口。
在一些实施例中,当至少一个第二成员账号的数量为多个时,显示模块4651,还配置为显示虚拟场景中的多个第二成员账号,其中,多个第二成员账号是按照特定的排序方式显示的,排序方式包括:多个第二成员账号在虚拟场景中的职能优先级从高到低的顺序;多个第二成员账号与第一成员账号之间的互动频次从高到低的顺序;多个第二成员账号与第一成员账号最近一次互动的时刻距离当前时刻从近到远的顺序;多个第二成员账号的等级从高到低的顺序。
在一些实施例中,显示模块4651,还配置为针对每个第二成员账号,执行以下处理:响应于第二成员账号已经拥有至少一个目标虚拟道具、或者没有资格使用至少一个目标虚拟道具,显示处于不可触发状态的第二成员账号;响应于第二成员账号未拥有至少一个目标虚拟道具,且有资格使用至少一个目标虚拟道具,显示处于可触发状态的第二成员账号。
在一些实施例中,虚拟场景的互动处理装置465还包括获取模块4653和删除模块4654,其中,获取模块4653,配置为获取虚拟场景中与第一成员账号具有社交关系的第二成员账号;删除模块4654,配置为删除多个第二成员账号中满足以下条件至少之一的第二成员账号:已经拥有至少一个目标虚拟道具、没有资格使用至少一个目标虚拟道具;显示模块4651,还配置为显示剩余的至少一个第二成员账号。
在一些实施例中,显示模块4651,还配置为响应于第一时刻与第二时刻之间的时间差小于设定的时间差阈值,显示提示信息,其中,提示信息用于提示道具推荐功能当前处于冷却状态;虚拟场景的互动处理装置465还包括转入模块4655,配置为响应于第一时刻与第二时刻之间的时间差大于设定的时间差阈值,转入执行显示虚拟场景中的至少一个第二成员账号的处理;其中,第一时刻是上一次发送推荐消息的时刻,第二时刻是接收到道具选择操作的时刻。
在一些实施例中,向第一成员账号推荐的虚拟道具的显示方式,区别于虚拟道具仓库中其他虚拟道具的显示方式,推荐的虚拟道具包括以下至少之一:第一成员账号使用次数大于次数阈值的虚拟道具、与第一成员账号已经拥有的虚拟道具能够协同使用的虚拟道具。
在一些实施例中,当至少一个目标虚拟道具的数量为多个,且至少一个目标第二成员账号的数量为多个时,发送模块4652,还配置为执行以下处理之一:向多个目标第二成员账号发送相同的推荐消息,其中,推荐消息携带虚拟道具仓库中分别对应多个目标虚拟道具的获取入口;向多个目标第二成员账号发送一一对应的多个推荐消息,其中,每个推荐消息携带虚拟道具仓库中对应一个目标虚拟道具的获取入口。
在一些实施例中,虚拟场景的互动处理装置465还包括预测模块4656,配置为针对每个目标第二成员账号,执行以下处理:基于目标第二成员账号的特征信息、虚拟场景的特征信息、以及多个目标虚拟道具在虚拟场景中分别具有的功能,调用机器学习模型进行推荐参数预测处理,得到多个目标虚拟道具分别对应的推荐参数;发送模块4652,还配置为向目标第二成员账号发送携带对应推荐参数最高的目标虚拟道具的获取入口的推荐消息。
在一些实施例中,推荐消息还携带以下信息至少之一:第一成员账号、使用至少一个目标虚拟道具需要的资格。
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565的实施为软件模块的示例性结构,在一些实施例中,如图2B所示,存储在存储器560的虚拟场景的互动处理装置565中的软件模块可以包括:显示模块5651和装备模块5652。
显示模块5651,配置为显示虚拟场景,其中,虚拟场景登录有第二成员账号;显示模块5651,还配置为显示虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,其中,推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口,目标虚拟道具是虚拟道具仓库中被第一成员账号选中的虚拟道具;装备模块5652,配置为响应于针对至少一条推荐消息中的获取入口的触发操作,将至少一个目标虚拟道具装备到第二成员账号控制的至少一个虚拟对象。
在一些实施例中,当至少一条推荐消息为多个第一成员账号分别发送的多条推荐消息时,显示模块5651,还配置为一次性显示多个第一成员账号分别发送的多条推荐消息;虚拟场景的互动处理装置565还包括存储模块5653,配置为将多个第一成员账号分别发送的多条推荐消息按照接收时间的先后顺序存储至队列中;显示模块5651,还配置为显示接收时间最早的推荐消息,以及响应于接收时间最早的推荐消息的显示时长大于设定的显示时长阈值、或者接收到针对接收时间最早的推荐消息携带的获取入口的触发操作,切换显示队列中的下一条推荐消息。
在一些实施例中,虚拟场景的互动处理装置565还包括转入模块5654,配置为响应于第二成员账号当前具有使用至少一个目标虚拟道具的资格,转入执行显示携带对应至少一个目标虚拟道具的获取入口的推荐消息的处理;显示模块5651,还配置为响应于第二成员账号当前不具有使用至少一个目标虚拟道具的资格,显示携带对应至少一个目标虚拟道具的预获取入口的推荐消息,以替代显示携带对应至少一个目标虚拟道具的获取入口的推荐消息。
在一些实施例中,使用资格包括成员账号当前拥有的虚拟资源的数量需要大于设定的数量阈值,数量阈值为购买至少一个目标虚拟道具需要消耗的虚拟资源的数量;显示模块5651,还配置为响应于针对预获取入口的触发操作,取消显示推荐消息,并在虚拟场景中显示至少一个目标虚拟道具;装备模块5652,还配置为响应于针对在虚拟场景中显示的至少一个目标虚拟道具的触发操作、且第二成员账号拥有的虚拟资源的数量大于购买至少一个目标虚拟道具需要耗费的虚拟资源的数量,在成功扣除第二成员账号相应数量的虚拟资源后,将至少一个目标虚拟道具装备到第二成员账号控制的至少一个虚拟对象。
在一些实施例中,显示模块5651,还配置为在显示每条推荐消息的期间,显示发送推荐消息的第一成员账号、以及倒计时控件;响应于倒计时控件的倒计时结束,或者接收到针对推荐消息携带的获取入口的触发操作,取消显示推荐消息。
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、或图5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、或图5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 (19)

  1. 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:
    显示基于所述虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,所述虚拟道具仓库包括多个虚拟道具;
    响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示所述虚拟场景中的至少一个第二成员账号,其中,所述第二成员账号是除了所述第一成员账号之外的任意成员账号;
    响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中对应所述至少一个目标虚拟道具的获取入口。
  2. 根据权利要求1所述的方法,其中,所述显示所述虚拟场景中的至少一个第二成员账号,包括:
    针对每个所述第二成员账号,执行以下处理:
    响应于所述第二成员账号已经拥有所述至少一个目标虚拟道具、或者没有资格使用所述至少一个目标虚拟道具,显示处于不可触发状态的所述第二成员账号;
    响应于所述第二成员账号未拥有所述至少一个目标虚拟道具,且有资格使用所述至少一个目标虚拟道具,显示处于可触发状态的所述第二成员账号。
  3. 根据权利要求1所述的方法,其中,所述显示所述虚拟场景中的至少一个第二成员账号,包括:
    获取所述虚拟场景中与所述第一成员账号具有社交关系的第二成员账号;
    删除多个所述第二成员账号中满足以下条件至少之一的第二成员账号:已经拥有所述至少一个目标虚拟道具、没有资格使用所述至少一个目标虚拟道具;
    显示剩余的至少一个所述第二成员账号。
  4. 根据权利要求1所述的方法,其中,当所述至少一个第二成员账号的数量为多个时,所述显示所述虚拟场景中的至少一个第二成员账号,包括:
    显示所述虚拟场景中的所述多个第二成员账号,其中,所述多个第二成员账号是按照特定的排序方式显示的,所述排序方式包括:
    所述多个第二成员账号在所述虚拟场景中的职能优先级从高到低的顺序;
    所述多个第二成员账号与所述第一成员账号之间的互动频次从高到低的顺序;
    所述多个第二成员账号与所述第一成员账号最近一次互动的时刻距离当前时刻从近到远的顺序;
    所述多个第二成员账号的等级从高到低的顺序。
  5. 根据权利要求1所述的方法,其中,在显示所述虚拟场景中的至少一个第二成员账号之前,所述方法还包括:
    响应于第一时刻与第二时刻之间的时间差小于设定的时间差阈值,显示提示信息,其中,所述提示信息用于提示道具推荐功能当前处于冷却状态;
    响应于第一时刻与第二时刻之间的时间差大于设定的时间差阈值,转入执行显示所述虚拟场景中的至少一个第二成员账号的处理;
    其中,所述第一时刻是上一次发送所述推荐消息的时刻,所述第二时刻是接收到所述道具选择操作的时刻。
  6. 根据权利要求1所述的方法,其中,向所述第一成员账号推荐的虚拟道具的显示方式,区别于所述虚拟道具仓库中其他虚拟道具的显示方式,所述推荐的虚拟道具包括以下至少之一:所述第一成员账号使用次数大于次数阈值的虚拟道具、与所述第一成员账号已经拥有的虚拟道具能够协同使用的虚拟道具。
  7. 根据权利要求1至6任一项所述的方法,其中,当所述至少一个目标虚拟道具的数量为多个,且所述至少一个目标第二成员账号的数量为多个时,所述向被选中的至少一个目标第二成员账号发送推荐消息,包括:
    执行以下处理之一:
    向所述多个目标第二成员账号发送相同的推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中分别对应所述多个目标虚拟道具的获取入口;
    向所述多个目标第二成员账号发送一一对应的多个推荐消息,其中,每个所述推荐消息携带所述虚拟道具仓库中对应一个所述目标虚拟道具的获取入口。
  8. 根据权利要求7所述的方法,其中,所述向所述多个目标第二成员账号发送一一对应的多个推荐消息,包括:
    针对每个所述目标第二成员账号,执行以下处理:
    基于所述目标第二成员账号的特征信息、所述虚拟场景的特征信息、以及所述多个目标虚拟道具在所述虚拟场景中分别具有的功能,调用机器学习模型进行推荐参数预测处理,得到所述多个目标虚拟道具分别对应的推荐参数;
    向所述目标第二成员账号发送携带对应推荐参数最高的所述目标虚拟道具的获取入口的推荐消息。
  9. 根据权利要求1至8任一项所述的方法,其中,所述推荐消息还携带以下信息至少之一:所述第一成员账号、使用所述至少一个目标虚拟道具需要的资格。
  10. 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:
    显示虚拟场景,其中,所述虚拟场景登录有第二成员账号;
    显示所述虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,其中,所述推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口,所述目标虚拟道具是所述虚拟道具仓库中被所述第一成员账号选中的虚拟道具;
    响应于针对所述至少一条推荐消息中的所述获取入口的触发操作,将所述至少一个目标虚拟道具装备到所述第二成员账号控制的至少一个虚拟对象。
  11. 根据权利要求10所述的方法,其中,当所述至少一条推荐消息为多个第一成员账号分别发送的多条推荐消息时,所述显示所述虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,包括:
    执行以下处理之一:
    一次性显示所述多个第一成员账号分别发送的所述多条推荐消息;
    将所述多个第一成员账号分别发送的所述多条推荐消息按照接收时间的先后顺序存储至队列中,显示接收时间最早的推荐消息,以及
    响应于所述接收时间最早的推荐消息的显示时长大于设定的显示时长阈值、或者接收到针对所述接收时间最早的推荐消息携带的所述获取入口的触发操作,切换显示所述队列中的下一条推荐消息。
  12. 根据权利要求10所述的方法,其中,在显示携带对应所述至少一个目标虚拟道具的获取入口的推荐消息之前,所述方法还包括:
    响应于所述第二成员账号当前具有使用所述至少一个目标虚拟道具的资格,转入执行显示携带对应所述至少一个目标虚拟道具的获取入口的推荐消息的处理;
    响应于所述第二成员账号当前不具有使用所述至少一个目标虚拟道具的资格,显示携带对应所述至少一个目标虚拟道具的预获取入口的推荐消息,以替代显示携带对应所述至少一个目标虚拟道具的获取入口的推荐消息。
  13. 根据权利要求12所述的方法,其中,所述使用资格包括成员账号当前拥有的虚拟资源的数量需要大于设定的数量阈值,所述数量阈值为购买所述至少一个目标虚拟道具需要消耗的虚拟资源的数量;所述方法还包括:
    响应于针对所述预获取入口的触发操作,取消显示所述推荐消息,并在所述虚拟场景中显示所述至少一个目标虚拟道具;
    响应于针对在所述虚拟场景中显示的所述至少一个目标虚拟道具的触发操作、且所述第二成员账号拥有的虚拟资源的数量大于购买所述至少一个目标虚拟道具需要耗费的虚拟资源的数量,在成功扣除所述第二成员账号相应数量的虚拟资源后,将所述至少一个目标虚拟道具装备到所述第二成员账号控制的至少一个虚拟对象。
  14. 根据权利要求10至13任一项所述的方法,其中,所述方法还包括:
    在显示每条所述推荐消息的期间,显示发送所述推荐消息的所述第一成员账号、以及倒计时控件;
    响应于所述倒计时控件的倒计时结束,或者接收到针对所述推荐消息携带的所述获取入口的触发操作,取消显示所述推荐消息。
  15. 一种虚拟场景的互动处理装置,所述装置包括:
    显示模块,配置为显示基于所述虚拟场景中的第一成员账号登录的虚拟道具仓库,其中,所述虚拟道具仓库包括多个虚拟道具;
    所述显示模块,还配置为响应于道具选择操作,在处于选中状态的至少一个目标虚拟道具的邻近区域中,显示所述虚拟场景中的至少一个第二成员账号,其中,所述第二成员账号是除了所述第一成员账号之外的任意成员账号;
    发送模块,配置为响应于成员账号选择操作,向被选中的至少一个目标第二成员账号发送推荐消息,其中,所述推荐消息携带所述虚拟道具仓库中对应所述至少一个目标虚拟道具的获取入口。
  16. 一种虚拟场景的互动处理装置,所述装置包括:
    显示模块,配置为显示虚拟场景,其中,所述虚拟场景登录有第二成员账号;
    所述显示模块,还配置为显示所述虚拟场景中的至少一个第一成员账号发送的至少一条推荐消息,其中,所述推荐消息携带虚拟道具仓库中对应至少一个目标虚拟道具的获取入口,所述目标虚拟道具是所述虚拟道具仓库中被所述第一成员账号选中的虚拟道具;
    装备模块,配置为响应于针对所述至少一条推荐消息中的所述获取入口的触发操作,将所述至少一个目标虚拟道具装备到所述第二成员账号控制的至少一个虚拟对象。
  17. 一种电子设备,所述电子设备包括:
    存储器,用于存储可执行指令;
    处理器,用于执行所述存储器中存储的可执行指令时,实现权利要求1至9任一项、或权利要求10至14任一项所述的虚拟场景的互动处理方法。
  18. 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9任一项、或权利要求10至14任一项所述的虚拟场景的互动处理方法。
  19. 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9任一项、或权利要求10至14任一项所述的虚拟场景的互动处理方法。
PCT/CN2023/130011 2022-12-21 2023-11-06 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 WO2024131361A1 (zh)

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