CN113827974B - AI role control method and device in game - Google Patents
AI role control method and device in game Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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Abstract
The embodiment of the invention provides an AI role control method and device in a game, wherein the method comprises the following steps: acquiring a plurality of following points corresponding to the positions of the virtual roles; determining target points corresponding to the at least one AI role respectively from the following points, and distributing the target points to the at least one AI role; respectively determining motion influence factor information corresponding to the at least one AI role; and controlling the at least one AI role to move to the target point location according to the motion influencing factor information. The method has the advantages that the universality degree of the AI roles is high, the AI roles can be expanded from a single AI role to a plurality of AI roles, the AI roles can jointly move in an attractive and reasonable array mode, and the station positions of the AI roles can be adjusted according to the positions of teammates and players at any time. Moreover, by determining the motion influence factor information corresponding to at least one AI character, the player character, the teammate character, the obstacle in the environment and the like can be intelligently avoided when the AI character moves.
Description
Technical Field
The present invention relates to the field of a seek control technology, and in particular, to an AI character control method in a game and an AI character control device in a game.
Background
Currently, in many RPG (Role-PLAYING GAME) type games, there are often some AI (ARTIFICIAL INTELLIGENCE ) characters accompanying around the player, which are different from other characters the player encounters in the game world, which can fight, interact with the player, provide assistance when the player needs, and play a Role in some key scenario. The presence of these AI characters allows the player to better integrate himself into the game and reduce the player's sense of autism in the game.
While the player is moving, these AI characters also need to follow the player's movement at all times. How the AI role follows the player is a research-worthy problem, and a good following strategy can enable the AI role to smoothly and naturally follow the player, various interesting changes and interactions are generated in the following process, and finally, the reality and the interestingness of the game are improved. However, the AI character in the prior art does not perform truly enough when following the player, and has the problems of being relatively mechanical, hard, silly and the like in following the movement.
Disclosure of Invention
In view of the problem that the above-mentioned AI character does not perform adequately when following a player, and there is a relatively mechanical, hard, silly, etc. following the movement, embodiments of the present invention have been proposed to provide an AI character control method in a game and an AI character control apparatus in a corresponding game that overcome or at least partially solve the above-mentioned problem.
The embodiment of the invention discloses an AI role control method in a game, which comprises the steps of providing a graphical user interface through terminal equipment, wherein the content displayed by the graphical user interface comprises at least part of game scenes, and the game scenes comprise at least one virtual role and at least one AI role corresponding to the virtual role, and the method comprises the following steps:
acquiring a plurality of following points corresponding to the positions of the virtual roles;
Determining target points corresponding to the at least one AI role respectively from the following points, and distributing the target points to the at least one AI role;
respectively determining motion influence factor information corresponding to the at least one AI role;
And controlling the at least one AI role to move to the target point location according to the motion influencing factor information.
Optionally, the motion influencing factor information includes any one of the following:
An obstacle between the at least one AI character and the target point location; a distance between the at least one AI character and the virtual character; the terrain environment and the moving direction of the virtual character.
Optionally, when the motion influencing factor information is an obstacle between the at least one AI character and the target point location, the controlling the at least one AI character to move to the target point location according to the motion influencing factor information includes:
When no obstacle exists between the at least one AI character and the target point location, controlling the at least one AI character to move to the target point location in a straight line;
and when an obstacle exists between the at least one AI character and the target point location, determining a path-finding path through a path-finding interface of the game engine, and controlling the at least one AI character to move to the target point location according to the path-finding path.
Optionally, when there is no obstacle between the at least one AI character and the target point location, controlling the at least one AI character to move linearly to the target point location includes:
And transmitting detection rays to the target point according to the current position of the at least one AI role, and controlling the at least one AI role to move to the target point in a straight line when the detection rays do not collide with the virtual object in the game scene.
Optionally, when the motion influencing factor information is a distance between the at least one AI character and the virtual character, the controlling the at least one AI character to move to the target point according to the motion influencing factor information includes:
Determining the current moving speed of the at least one AI character according to the distance and the original moving speed of the at least one AI character;
And controlling at least one AI role to move to the target point location according to the current moving speed.
Optionally, when the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current moving speed is greater than the original moving speed;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current movement speed is less than the original movement speed.
Optionally, when the motion influencing factor information is a terrain environment and a moving direction in which the virtual character is located, the controlling, according to the motion influencing factor information, the at least one AI character to move to the target point location includes:
If the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character as a target position according to the moving direction of the virtual character;
and controlling the at least one AI character to move to the target position.
Optionally, the method further comprises:
When the position of the virtual character changes, controlling the at least one AI character to keep the current motion state for movement in a preset time;
And after the preset time, re-determining a target point position according to the position of the changed virtual character, and controlling the at least one AI character to move to the target point position according to the movement influence factor information.
Optionally, before the step of controlling the at least one AI character to move to the target point according to the motion influencing factor information, the method further includes:
adding a collision body to the at least one AI character.
Optionally, the following points have corresponding weight values, and the determining, from the plurality of following points, the target point positions corresponding to the at least one AI role respectively includes:
And determining target points corresponding to the at least one AI role respectively from the following points according to the weight values.
Optionally, after the step of acquiring a plurality of following points corresponding to the position of the virtual character, the method further includes:
Sequentially determining the point position of the current operation from the plurality of following point positions, and transmitting detection rays to the point position of the current operation according to the position of the virtual character;
and when the detection ray collides with a virtual object in the game scene, eliminating the point position of the current operation from the following point positions.
The embodiment of the invention also discloses an AI role control device in the game, which provides a graphic user interface through terminal equipment, wherein the content displayed by the graphic user interface comprises at least part of game scenes, the game scenes comprise at least one virtual role and at least one AI role corresponding to the virtual role, and the AI role control device comprises:
the point position acquisition module is used for acquiring a plurality of following point positions corresponding to the positions of the virtual roles;
The point position distribution module is used for determining target points corresponding to the at least one AI role respectively from the following points and distributing the target points to the at least one AI role;
The factor information determining module is used for determining motion influence factor information corresponding to the at least one AI role respectively;
and the AI role movement control module is used for controlling the at least one AI role to move to the target point position according to the movement influence factor information.
The embodiment of the invention also discloses an electronic device, which comprises:
A processor and a storage medium storing machine-readable instructions executable by the processor, the processor executing the machine-readable instructions when the electronic device is running to perform a method according to any one of the embodiments of the invention.
The embodiment of the invention also discloses a computer readable storage medium, wherein the storage medium is stored with a computer program, and the computer program is executed by a processor to execute the method according to any one of the embodiments of the invention.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, a plurality of following points corresponding to the positions of the virtual roles are acquired; determining target points corresponding to at least one AI role respectively from a plurality of following points, and distributing the target points to the at least one AI role; respectively determining motion influence factor information corresponding to at least one AI role; and controlling at least one AI role to move to the target point location according to the motion influencing factor information. The following points corresponding to the positions of the virtual roles are generated through pre-design, and are distributed to different AI roles, so that the universality of the AI roles is high, the AI roles can be expanded from a single AI role to a plurality of AI roles, the AI roles can move together in an attractive and reasonable array form, and the station positions of the AI roles can be adjusted according to the positions of teammates and players at any time. Moreover, through determining the motion influence factor information corresponding to at least one AI role, the AI role can intelligently avoid the player role, the teammate role or the obstacle in the environment and the like when moving, for example, the AI role can sense the change of the surrounding terrain environment and avoid the change in advance before the AI role is about to collide with the obstacle, or the AI role can not ignore the collision of the player role and the teammate role and can not generate various interpenetration with the player role and the teammate role, or the AI can predict the moving direction of the virtual role controlled by the player and timely make corresponding reaction, so as to avoid obstructing the movement of the virtual role controlled by the player, or the AI role can recognize the behavior according to a certain algorithm and make more reasonable reaction when the player controls the virtual role to repeatedly start and stop, so as to avoid the stop and stop caused by repeated brain-free following.
Drawings
In order to more clearly illustrate the technical solutions of the present invention, the drawings that are needed in the description of the present invention will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a flow chart of steps of a method for controlling AI characters in a game according to an embodiment of the invention;
FIG. 2 is a schematic diagram of a following point location provided by an embodiment of the present invention;
FIG. 3 is a schematic view of the following point shown in FIG. 2 blocked by an obstacle according to an embodiment of the present invention;
fig. 4 is a block diagram showing the structure of an AI character control apparatus in a game according to an embodiment of the present invention;
FIG. 5 is a block diagram of an electronic device of the present invention;
Fig. 6 is a block diagram of a computer-readable storage medium of the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description. It will be apparent that the described embodiments are some, but not all, embodiments of the invention. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
In the prior art, the AI roles in many games only realize the function of automatic following, but the requirements on the authenticity, fluency and rationality of the following movements of the AI roles are low, so that the following problems often occur:
When the AI character follows the movement, the change of the terrain environment and the obstacle cannot be perceived, so that the AI character can crash on the obstacle hard in the following process and avoid, and the player is fooled with a very silly feeling of the AI character.
And 2, the AI role ignores the collision between the player role and other NPC roles when following the movement, so that the AI role can be variously penetrated with the player role or other NPC roles in the following process, and the player is given a rough feeling of the AI role.
And 3, the AI role cannot sense the movement of the player role or other teammate roles in the following process, so that the AI role can often block the movement of the player role or other teammate roles in the following process, and the impression of relatively attractive and natural matrix type common movement cannot be formed, so that the player is provided with a very hard impression of the AI role.
And 4, the AI character can not predict the action direction of the player character in the following movement process, so that the AI character can only walk and stop in the following process, and the AI character can feel very mechanical to the player.
For example, the AI role following scheme Of The Last Of Us realizes The authenticity and rationality Of single person following, but The AI role following scheme has extremely high customization degree and poor universality, and cannot expand The following movement Of multiple AI roles. In addition, the reality and fluency of multi-person following are realized in an AI role following scheme of final fantasy XV, but the scheme is more random in moving logic control of the AI roles, so that the whole AI roles cannot form an attractive and natural matrix to move together, and the moving track of a player is not predicted.
In order to solve the problems that the AI character is not actually performed when following a player, and the following movement is mechanical, hard, silly and the like, in the embodiment of the invention, a plurality of following points corresponding to the positions of the virtual characters are acquired; determining target points corresponding to at least one AI role respectively from a plurality of following points, and distributing the target points to the at least one AI role; respectively determining motion influence factor information corresponding to at least one AI role; and controlling at least one AI role to move to the target point location according to the motion influencing factor information. The following points corresponding to the positions of the virtual roles are generated through pre-design, and are distributed to different AI roles, so that the universality of the AI roles is high, the AI roles can be expanded from a single AI role to a plurality of AI roles, the AI roles can move together in an attractive and reasonable array form, and the station positions of the AI roles can be adjusted according to the positions of teammates and players at any time. Moreover, through determining the motion influence factor information corresponding to at least one AI role, the AI role can intelligently avoid the player role, the teammate role or the obstacle in the environment and the like when moving, for example, the AI role can sense the change of the surrounding terrain environment and avoid the situation in advance before the AI role is about to collide with the obstacle, or the AI role can not ignore the collision with the player role and the teammate role and can not make various interpenetration with the player role and the teammate role, or the AI role can predict the moving direction of the player and make corresponding reactions in time to avoid obstructing the movement of the player, or the AI role can recognize the behavior according to a certain algorithm and make more reasonable reactions when the player role is repeatedly started and stopped, and the stop and go caused by repeated brain-free following is avoided.
The AI character control method in the game in one embodiment of the present invention may be run on a local terminal device or a server. When the AI character control method in the game runs on the server, the AI character control method in the game can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the AI role control method in the game are completed on the cloud game server, and the functions of the client device are used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a first terminal device, a television, a computer, a palm computer and the like; but the AI character control method in the game is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
Referring to fig. 1, a flowchart illustrating steps of an embodiment of an AI character control method in a game according to an embodiment of the present invention is shown, and a graphical user interface is provided through a terminal device. The terminal device may be the aforementioned local terminal device, or may be a client device in a cloud game system. The content displayed by the graphical user interface comprises at least part of game scenes, wherein the game scenes comprise at least one virtual role and at least one AI role corresponding to the virtual role, and the method specifically comprises the following steps:
step 101, acquiring a plurality of following points corresponding to the position of the virtual character;
The game of the embodiment of the invention can be run in a terminal device, and the terminal device can be a portable mobile terminal, such as a smart phone, a wearable device, a Personal Digital Assistant (PDA), a Point of Sales (POS), a vehicle-mounted computer, and the like, and can also be an electronic device such as a notebook, a tablet computer, an IPAD, and the like. The terminal device may be provided with a touch screen, which is used instead of a mouse or a keyboard for operational convenience. The touch screen is composed of a touch detection part and a touch screen controller, wherein the touch detection part is arranged in front of the display screen and is used for detecting the touch position of a user, and then related information is transmitted to the touch screen controller. The main function of the touch screen controller is to receive touch information from the touch point detection device, convert the touch information into touch point coordinates and transmit the touch point coordinates to a central processing unit (Central Processing Unit, CPU for short); it can receive the command from CPU and execute it. When a finger, stylus or other operating medium applies pressure (or force) to a touch screen mounted on the front end of the display, the touched position is detected by the touch screen controller and sent to the CPU via an interface (e.g., RS-232 serial port, USB, etc.).
By running the game application on the terminal device and rendering the game application on the touch screen of the terminal device to obtain a graphical user interface, the content displayed by the graphical user interface comprises at least part of game scenes, wherein at least one virtual character can be contained in the game scenes, and the virtual character can be a game virtual unit which is controlled by a player through the terminal device. In addition, the game scene can also comprise at least one AI role corresponding to the virtual role, wherein the AI role is accompanied with some roles around the virtual role controlled by the player, and can assist the virtual role controlled by the player to fight or interact.
The AI character should be in a reasonable position relative to the virtual character that the player is manipulating during the following process. In the embodiment of the invention, the following points of some AI roles can be designed and generated in advance, as shown in fig. 2, after the player roles, the distances and angles are defined, and a series of points can be obtained. Because a plurality of AI roles often exist in the array type moving process, a plurality of following points are needed, the space positions behind the player roles are limited, in order to avoid too centralized station positions of the plurality of AI roles, the distance between the following points and the player roles can be designed to be multiple, and the following points can be divided into different levels according to the distance between the following points and the player roles, as shown in fig. 2, the following points comprising two levels are divided, wherein the first layer of points is 3, and the second layer of points is 2.
In an actual game scene, the virtual character is affected by the obstacle, so that some expected positions are not reachable, and therefore the environment between the virtual character and the following point is required to be perceived, and the obstacle is avoided between the positions of the following point or between the virtual character and the following point. In a specific implementation, the sensing environment may be performed by emitting the detection ray, which is not limited by the embodiment of the present invention.
In a preferred embodiment of the invention, after said step 101, said method may further comprise the steps of:
Sequentially determining the point position of the current operation from the plurality of following point positions; transmitting detection rays to the point location of the current operation according to the position of the virtual character; and when the detection ray collides with a virtual object in the game scene, eliminating the point position of the current operation from the following point positions.
Specifically, the point location of the current operation is determined from a plurality of following point locations in sequence, detection rays are emitted to the point location of the current operation according to the position of the virtual character, and when the detection rays collide with the virtual object in the game scene, the point location of the current operation can be removed from the plurality of following point locations; and when the detection ray does not collide with the virtual object in the game scene, returning to the step of determining the point position of the current operation from the plurality of following point positions, determining the next following point position as the point position of the current operation, and continuing to execute the step of transmitting the detection ray to the point position of the current operation according to the position of the virtual character until all the following point positions are traversed.
As an example, as shown in fig. 3, for the following point shown in fig. 2, since there is an obstacle between the virtual character and the following point, the obstacle blocks two following points, that is, the first layer point and the second layer point located on the right side, respectively, the two following points may be removed to avoid assigning the two following points to the AI character.
In addition, after a plurality of following points corresponding to the positions of the virtual characters are acquired, weights may be set for the following points, such as "the following point closest to the player" and "the following point behind the player", and the points equal to the number of AI are selected by the weights and assigned to the AI characters by the subsequent steps.
Step 102, determining target points corresponding to the at least one AI role from the plurality of following points, and distributing the target points to the at least one AI role;
Specifically, the goal of allocating the following points may be that the distance that each AI character moves is as small as possible, and the distance that each AI character moves is preferably uniform, so that the amplitude of the visual array adjustment is small. In a specific implementation, the schemes of distributing the following points to all the AI roles can be given out through exhaustion, the sum of the distances between all the AI roles and the following points in each scheme is calculated, then the scheme with the smallest sum of the distances is selected as a final scheme, so that the target points corresponding to at least one AI role respectively are determined, and the target points are distributed to at least one AI role.
Step 103, determining motion influence factor information corresponding to the at least one AI role respectively;
The motion influencing factor information may be some information capable of influencing the motion state of the AI character, including an obstacle between the AI character and the target point, a distance between the AI character and the virtual character, a terrain environment and a moving direction in which the virtual character is located, and the like.
In a specific implementation, for each AI character, the corresponding motion influencing factor information may be one or more, for example, there may be an obstacle between the AI character and the target point, and meanwhile, the distance between the AI character and the virtual character is far, where it is required to reprogram a path for the AI character and control the AI character to accelerate to quickly catch up with the virtual character.
And 104, controlling the at least one AI role to move to the target point location according to the motion influencing factor information.
In the embodiment of the invention, after the motion influence factor information corresponding to each AI role is determined, at least one AI role can be controlled to move to the target point position according to the motion influence factor information, so that the player role, the teammate role or the obstacle in the environment and the like can be intelligently avoided when the AI roles move.
In a preferred embodiment of the present invention, the motion influencing factor information includes any one of the following:
An obstacle between the at least one AI character and the target point location; a distance between the at least one AI character and the virtual character; the terrain environment and the moving direction of the virtual character.
In a specific implementation, whether an obstacle exists between the AI role and the target point location or not can be detected in a ray detection mode, and when the obstacle exists, the AI role needs to avoid the obstacle when moving to the target point location. And calculating the distance between the AI roles and the virtual roles through a distance formula between the two points, controlling the moving speed of the AI roles according to the distance between the two points, increasing the moving speed of the AI roles when the distance between the two points is far, and reducing the moving speed of the AI roles when the distance between the two points is near. In addition, the terrain environment where the virtual character is located can also influence the movement of the AI character, and when the environment where the virtual character is located is narrow, in order to avoid the AI character blocking the movement of the virtual character, the AI character needs to be controlled according to the terrain environment where the virtual character is located and the movement direction.
It should be noted that the motion influencing factor information may be set to other information as needed, which is not limited in the embodiment of the present invention.
In a preferred embodiment of the present invention, when the motion influencing factor information is an obstacle between the at least one AI character and the target point location, the step 104 includes:
When no obstacle exists between the at least one AI character and the target point location, controlling the at least one AI character to move to the target point location in a straight line; and when an obstacle exists between the at least one AI character and the target point location, determining a path-finding path through a path-finding interface of the game engine, and controlling the at least one AI character to move to the target point location according to the path-finding path.
In the embodiment of the invention, when no obstacle exists between the AI role and the target point, the AI role can be directly controlled to linearly move to the target point; when an obstacle exists between the AI character and the target point, the AI character needs to avoid the obstacle so as to avoid the situation of mold penetration, a path-finding path can be determined through a path-finding interface of the game engine, and the AI character is controlled to move to the target point according to the path-finding path.
Specifically, after the target point positions corresponding to the AI roles are set, each AI role needs to be moved to the target point position, which involves the problem of moving the path, and in most cases, the distance between the AI roles and the target point position is relatively short, so that the mode of transmitting rays from the current position of the AI roles to the target point position is tried here to judge whether the AI roles can be linearly moved to the target point position or not, and if an obstacle is encountered, the game engine path-finding interface is called to obtain the path.
In a preferred embodiment of the present invention, the controlling the at least one AI character to linearly move to the target point when there is no obstacle between the at least one AI character and the target point includes:
And transmitting detection rays to the target point according to the current position of the at least one AI role, and controlling the at least one AI role to move to the target point in a straight line when the detection rays do not collide with the virtual object in the game scene.
Specifically, for each AI character, a detection ray may be emitted to the target point according to the current position of the AI character, and when the detection ray does not collide with the virtual object in the game scene, it indicates that no obstacle exists between the AI character and the target point, and at this time, the AI character may be directly controlled to move linearly to the target point.
In a preferred embodiment of the present invention, when the motion influencing factor information is a distance between the at least one AI character and the virtual character, the step 104 includes:
determining the current moving speed of the at least one AI character according to the distance and the original moving speed of the at least one AI character; and controlling at least one AI role to move to the target point location according to the current moving speed.
Because the AI character inevitably encounters an obstacle in the movement process, the movement route is more likely to be longer than the movement route of the player character, so that the movement speed of the AI character needs to be improved at a proper time to ensure that the AI character can keep up with the virtual character controlled by the player, otherwise, the distance between the AI character and the virtual character is larger and larger; meanwhile, when the AI character approaches to the following point, the moving speed is reduced to keep the moving state, so that the situation of stopping and moving is avoided. In the embodiment of the invention, the current moving speed of the AI role can be determined according to the distances between the virtual role and the AI role and the original moving speed of the AI role, and the role is controlled to move to the target point position according to the current moving speed.
Specifically, the rate (speed_rate) can be calculated by the following formula:
Wherein r 1 is a first preset threshold for defining movement when the distance between the virtual character and the AI character is short, r 2 is a second preset threshold for defining movement when the distance between the virtual character and the AI character is long, S is a preset distance length, and distance is the distance between the virtual character and the AI character. As an example, r 1=2,r2 = 7,s =15. After calculating the velocity, a current movement velocity may be calculated according to the velocity and the original movement velocity, wherein the current movement velocity is equal to the product of the original movement velocity and the velocity.
In the embodiment of the present invention, when the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current movement speed is greater than the original movement speed; when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current movement speed is less than the original movement speed.
The first preset threshold may be a preset maximum distance threshold, and when the distance between the AI character and the virtual character is greater than the first preset threshold, the distance between the AI character and the virtual character is far, and at this time, the movement speed of the AI character needs to be accelerated, so that the AI character catches up with the virtual character as soon as possible. The second preset threshold may be a preset minimum distance threshold, and when the distance between the AI character and the virtual character is smaller than the second preset threshold, the distance between the AI character and the virtual character is indicated to be relatively short, and at this time, the movement speed of the AI character needs to be reduced so as to avoid blocking the movement of the AI character following the virtual character too short. In addition, when the distance between the AI character and the virtual character is between the first preset threshold value and the second preset threshold value, the AI character can be controlled to move to the target point position at a constant speed according to the original moving speed.
In a preferred embodiment of the present invention, when the motion influencing factor information is a terrain environment and a moving direction in which the virtual character is located, the step 104 includes:
If the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character as a target position according to the moving direction of the virtual character; and controlling the at least one AI character to move to the target position.
In the embodiment of the invention, if the terrain environment where the virtual character is located is a narrow environment, determining the position which is a preset distance in front of the virtual character as a target position according to the moving direction of the virtual character, and controlling the AI character to move to the target position.
Specifically, in order to prevent the crossover between characters, physical capsules are added to both the player character and the AI character, so that the virtual character and the AI character controlled by the player are blocked from each other. To enhance the gaming experience, AI characters need to dodge the movement of player characters. In the open area, the AI character can successfully avoid the virtual character only by adding a certain offset according to the movement direction of the virtual character. But in a narrow zone, the AI character is not as much space available for avoidance. For example, the player character takes the AI characters through a single bridge, at this time, the player character wants to return, and the AI characters cannot continue to move in a matrix mode, and here, a method of making the AI characters temporarily not keep the formation but to seek a position far away from the movement direction of the virtual character is adopted, so that the AI characters and the virtual character move in the same direction, and the virtual character cannot be blocked.
In implementation, it is necessary to detect the environment where the virtual character is located in real time, and by presetting a narrow zone detection mode, whether the terrain environment where the virtual character is located is a narrow environment is detected. As an example, by emitting the detection ray, the detection ray is emitted to the periphery of the virtual character, the ray shorter than a certain distance is the obstacle ray, the ray longer than a certain distance is the non-obstacle ray, the statistics is performed on the ratio value of the number of the obstacle rays to the total rays, if the ratio value is higher than a certain preset threshold value (a preset value, for example, 0.8), it is indicated whether the virtual character is in a narrow zone, that is, the terrain environment where the virtual character is located is a narrow environment.
In a preferred embodiment of the invention, the method may further comprise the steps of:
When the position of the virtual character changes, controlling the at least one AI character to keep the current motion state for movement in a preset time; and after the preset time, re-determining a target point position according to the position of the changed virtual character, and controlling the at least one AI character to move to the target point position according to the movement influence factor information.
In the embodiment of the invention, the preset time can be a preset time length, and is used for controlling the delay response of the AI role, and when the position of the virtual role changes, the AI role is controlled to keep the current motion state for moving within the preset time; and after the preset time, re-determining a target point position according to the position of the changed virtual character, and controlling at least one AI character to move to the target point position according to the movement influence factor information.
Specifically, if the behavior of the AI character is identical to that of the virtual character controlled by the player, that is, the virtual character moves one step, the AI character also moves one step, the virtual character stops, and the AI character also stops instantaneously, and meanwhile, the AI character and the tendency of the movement of the virtual character are identical, the behavior is similar to a step-by-step trend, the appearance is influenced, and the appearance is not natural enough. Therefore, a delay response and inertia following mechanism is adopted, namely, after the position of the virtual character changes, the AI character system does not refresh the following point position immediately, but has a certain time delay; meanwhile, due to the fact that response is delayed, sometimes the situation that the AI character does not have a point position which can be followed occurs, and the AI character is enabled to continue to move in the current motion state for a certain time. The mechanism can effectively relieve the phenomenon of the step-and-step and the trend of the AI role, and the appearance is more natural.
In a preferred embodiment of the present invention, before the step 104, the method further includes:
adding a collision body to the at least one AI character.
In the embodiment of the invention, the collision body can be added to the AI role, so that the AI role can intelligently avoid the obstacle in the environment in the moving process.
In a preferred embodiment of the present invention, the following points have corresponding weight values, and the determining, from the plurality of following points, the target point positions corresponding to the at least one AI character respectively includes:
And determining target points corresponding to the at least one AI role respectively from the following points according to the weight values.
In the embodiment of the invention, the following point positions can be provided with the corresponding weight values, and when the target point positions are determined, the target point positions corresponding to each AI role respectively are determined from a plurality of following point positions according to the weight values.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred embodiments, and that the acts are not necessarily required by the embodiments of the invention.
Referring to fig. 4, a block diagram of a configuration of an AI character control apparatus in a game according to an embodiment of the present invention is shown, and a graphical user interface is provided by a terminal device, where a content displayed by the graphical user interface includes at least a part of a game scene, and the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, and specifically may include the following modules:
a point position obtaining module 401, configured to obtain a plurality of following points corresponding to the position of the virtual character;
a point location allocation module 402, configured to determine target points corresponding to the at least one AI role from the plurality of following points, and allocate the target points to the at least one AI role;
A factor information determining module 403, configured to determine motion impact factor information corresponding to the at least one AI role respectively;
and the AI character movement control module 404 is configured to control the at least one AI character to move to the target point location according to the motion influencing factor information.
In a preferred embodiment of the present invention, the motion influencing factor information includes any one of the following:
An obstacle between the at least one AI character and the target point location; a distance between the at least one AI character and the virtual character; the terrain environment and the moving direction of the virtual character.
In a preferred embodiment of the present invention, when the motion influencing factor information is an obstacle between the at least one AI character and the target point location, the AI character movement control module 404 includes:
The first movement control sub-module is used for controlling the at least one AI role to move to the target point position in a straight line when no obstacle exists between the at least one AI role and the target point position;
And the second mobile control sub-module is used for determining a path-finding path through a path-finding interface of the game engine when an obstacle exists between the at least one AI character and the target point location, and controlling the at least one AI character to move to the target point location according to the path-finding path.
In a preferred embodiment of the present invention, the first movement control sub-module includes:
And the obstacle detection unit is used for emitting detection rays to the target point positions according to the current position of the at least one AI role, and controlling the at least one AI role to move to the target point positions in a straight line when the detection rays do not collide with the virtual objects in the game scene.
In a preferred embodiment of the present invention, when the motion influencing factor information is a distance between the at least one AI character and the virtual character, the AI character movement control module 404 includes:
a current movement speed determining sub-module, configured to determine a current movement speed of the at least one AI character according to the distance and an original movement speed of the at least one AI character;
and the third movement control sub-module is used for controlling at least one AI role to move to the target point location according to the current movement speed.
In a preferred embodiment of the present invention, the current moving speed is greater than the original moving speed when a distance between the at least one AI character and the virtual character is greater than a first preset threshold;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current movement speed is less than the original movement speed.
In a preferred embodiment of the present invention, when the motion influencing factor information is a terrain environment and a moving direction in which the virtual character is located, the AI character movement control module 404 includes:
The target position determining submodule is used for determining a position which is a preset distance away from the front of the virtual character as a target position according to the moving direction of the virtual character if the terrain environment where the virtual character is located is a narrow environment;
and the fourth movement control sub-module is used for controlling the at least one AI character to move to the target position.
In a preferred embodiment of the present invention, further comprising:
the motion state maintaining sub-module is used for controlling the at least one AI role to maintain the current motion state to move in preset time when the position of the virtual role changes;
and the target point position refreshing sub-module is used for redetermining a target point position according to the position of the virtual character after the preset time and controlling the at least one AI character to move to the target point position according to the movement influence factor information.
In a preferred embodiment of the present invention, further comprising:
And the collision body adding module is used for adding collision bodies to the at least one AI role.
In a preferred embodiment of the present invention, the point location allocation module 402 includes:
and the target point position determining submodule is used for determining target point positions corresponding to the at least one AI role respectively from the following point positions according to the weight value.
In a preferred embodiment of the invention, the device further comprises:
The point position detection module is used for sequentially determining the point position of the current operation from the plurality of following point positions and transmitting detection rays to the point position of the current operation according to the position of the virtual character;
And the point position eliminating module is used for eliminating the point position of the current operation from the following point positions when the detection ray collides with the virtual object in the game scene.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention also provides an electronic device, as shown in fig. 5, including:
a processor 501 and a storage medium 502, said storage medium 502 storing machine readable instructions executable by said processor 501, said processor 501 executing said machine readable instructions to perform a method according to any one of the embodiments of the present invention when the electronic device is running. The specific implementation manner and the technical effect are similar, and are not repeated here.
An embodiment of the present invention further provides a computer readable storage medium, as shown in fig. 6, on which a computer program 601 is stored, the computer program 601 performing the method according to any one of the embodiments of the present invention when being executed by a processor. The specific implementation manner and the technical effect are similar, and are not repeated here.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or terminal device that comprises the element.
The above description has been made in detail of a method for controlling AI characters in a game and a device for controlling AI characters in a game, and specific examples are applied to illustrate the principles and embodiments of the present invention, and the above description of the examples is only for helping to understand the method and core ideas of the present invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.
Claims (12)
1. An AI character control method in a game, characterized in that a graphical user interface is provided through a terminal device, wherein content displayed by the graphical user interface comprises at least part of a game scene, and the game scene comprises at least one virtual character and at least one AI character corresponding to the virtual character, and the AI character control method comprises the following steps:
Acquiring a plurality of following points corresponding to the positions of the virtual roles; wherein when a plurality of AI character formation patterns move along with the at least one virtual character, the plurality of following points are divided into different levels according to different distances from the virtual character;
Determining target points corresponding to the at least one AI role respectively from the following points, and distributing the target points to the at least one AI role;
respectively determining motion influence factor information corresponding to the at least one AI role;
Controlling the at least one AI role to move to the target point location according to the motion influencing factor information; wherein the motion influencing factor information includes any one of the following: an obstacle between the at least one AI character and the target point location; a distance between the at least one AI character and the virtual character; the terrain environment and the moving direction of the virtual character;
The method further comprises the steps of:
When the position of the virtual character changes, controlling the at least one AI character to keep the current motion state for movement in a preset time;
And after the preset time, re-determining a target point position according to the position of the changed virtual character, and controlling the at least one AI character to move to the target point position according to the movement influence factor information.
2. The method of claim 1, wherein when the motion influencing factor information is an obstacle between the at least one AI character and the target point location, the controlling the at least one AI character to move to the target point location according to the motion influencing factor information comprises:
When no obstacle exists between the at least one AI character and the target point location, controlling the at least one AI character to move to the target point location in a straight line;
and when an obstacle exists between the at least one AI role and the target point location, controlling the at least one AI role to move to the target point location according to a preset path finding path.
3. The method of claim 2, wherein controlling the at least one AI character to move linearly to the target point when no obstacle exists between the at least one AI character and the target point comprises:
And transmitting detection rays to the target point according to the current position of the at least one AI role, and controlling the at least one AI role to move to the target point in a straight line when the detection rays do not collide with the virtual object in the game scene.
4. The method of claim 1, wherein when the motion influencing factor information is a distance between the at least one AI character and the virtual character, the controlling the at least one AI character to move to the target point according to the motion influencing factor information comprises:
Determining the current moving speed of the at least one AI character according to the distance and the original moving speed of the at least one AI character;
And controlling at least one AI role to move to the target point location according to the current moving speed.
5. The method of claim 4, wherein the step of determining the position of the first electrode is performed,
When the distance between the at least one AI character and the virtual character is greater than a first preset threshold, the current moving speed is greater than the original moving speed;
when the distance between the at least one AI character and the virtual character is less than a second preset threshold, the current movement speed is less than the original movement speed.
6. The method of claim 1, wherein when the motion influencing factor information is a terrain environment and a moving direction in which the virtual character is located, the controlling the at least one AI character to move to the target point according to the motion influencing factor information comprises:
If the terrain environment where the virtual character is located is a narrow environment, determining a position which is a preset distance away from the front of the virtual character as a target position according to the moving direction of the virtual character;
and controlling the at least one AI character to move to the target position.
7. The method of claim 1, further comprising, prior to the step of controlling the at least one AI character to move to the target point based on the motion influencing factor information:
adding a collision body to the at least one AI character.
8. The method of claim 1, wherein the following points have corresponding weight values, and wherein determining the target point location from the plurality of following points to which the at least one AI character corresponds, respectively, comprises:
And determining target points corresponding to the at least one AI role respectively from the following points according to the weight values.
9. The method of claim 1, further comprising, after the step of acquiring a plurality of following points corresponding to the position of the virtual character:
Sequentially determining the point position of the current operation from the plurality of following point positions, and transmitting detection rays to the point position of the current operation according to the position of the virtual character;
and when the detection ray collides with a virtual object in the game scene, eliminating the point position of the current operation from the following point positions.
10. An AI character control apparatus in a game, characterized in that a graphical user interface is provided by a terminal device, the content displayed by the graphical user interface includes at least a part of a game scene, the game scene includes at least one virtual character and at least one AI character corresponding to the virtual character, and the AI character control apparatus comprises:
The point position acquisition module is used for acquiring a plurality of following point positions corresponding to the positions of the virtual roles; wherein when a plurality of AI character formation patterns move along with the at least one virtual character, the plurality of following points are divided into different levels according to different distances from the virtual character;
The point position distribution module is used for determining target points corresponding to the at least one AI role respectively from the following points and distributing the target points to the at least one AI role;
The factor information determining module is used for determining motion influence factor information corresponding to the at least one AI role respectively; wherein the motion influencing factor information includes any one of the following: an obstacle between the at least one AI character and the target point location; a distance between the at least one AI character and the virtual character; the terrain environment and the moving direction of the virtual character;
The AI role movement control module is used for controlling the at least one AI role to move to the target point location according to the movement influence factor information;
the apparatus further comprises:
the motion state maintaining sub-module is used for controlling the at least one AI role to maintain the current motion state to move in preset time when the position of the virtual role changes;
and the target point position refreshing sub-module is used for redetermining a target point position according to the position of the virtual character after the preset time and controlling the at least one AI character to move to the target point position according to the movement influence factor information.
11. An electronic device, comprising:
a processor and a storage medium storing machine-readable instructions executable by the processor, the processor executing the machine-readable instructions when the electronic device is running to perform the method of any one of claims 1-9.
12. A computer readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when executed by a processor, performs the method according to any of claims 1-9.
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