Patent classifications
A63F13/822
Virtual object display method and apparatus, electronic device, and storage medium
The present disclosure discloses a display method and apparatus for a virtual object, an electronic device, and a storage medium, and is related to the field of computer technologies. The method includes: obtaining a plurality of animation frames corresponding to each of a plurality of virtual objects and a weight of each animation frame; blending a plurality of animation frames corresponding to the plurality of virtual objects in parallel through an image processor according to the weight of each animation frame, to obtain target position and pose data of each bone in bone models of the plurality of virtual objects; and displaying the plurality of virtual objects in a graphical user interface according to the target position and pose data of each bone in the bone models of the plurality of virtual objects.
System and method for providing a quest from a probability item bundle in an online game
A system and method for providing a quest from a probability item bundle in an online game. The system and method include executing an instance of an online game. The system and method include maintaining inventories of virtual items, and presenting offers to sell probability item bundles. The system and method include associating potential awards in sets of potential awards with different award distribution probabilities. The system and method include receiving activation requests from users for purchased probability item bundles. The system and method include stochastically selecting one of the potential awards in accordance with the award distribution probabilities and providing access to a first quest in an online game in accordance with the selected award.
System and method for providing a quest from a probability item bundle in an online game
A system and method for providing a quest from a probability item bundle in an online game. The system and method include executing an instance of an online game. The system and method include maintaining inventories of virtual items, and presenting offers to sell probability item bundles. The system and method include associating potential awards in sets of potential awards with different award distribution probabilities. The system and method include receiving activation requests from users for purchased probability item bundles. The system and method include stochastically selecting one of the potential awards in accordance with the award distribution probabilities and providing access to a first quest in an online game in accordance with the selected award.
Continuously habituating elicitation strategies for social-engineering-attacks (CHESS)
Described is a system for continuously predicting and adapting optimal strategies for attacker elicitation. The system includes a global bot controlling processor unit and one or more local bot controlling processor units. The global bot controlling processor unit includes a multi-layer network software unit for extracting attacker features from diverse, out-of-band (OOB) media sources. The global controlling processing unit further includes an adaptive behavioral game theory (GT) software unit for determining a best strategy for eliciting identifying information from an attacker. Each local bot controlling processor unit includes a cognitive model (CM) software unit for estimating a cognitive state of the attacker and predicting attacker behavior. A generative adversarial network (GAN) software unit predicts the attacker's strategies. The global bot controlling processor unit and the one or more local bot controlling processor units coordinate to predict the attacker's next action and use the prediction to disrupt an attack.
Method and systems for dynamic quest generation
Methods and systems are provided for executing a video game for a player. The method includes determining a golden path associated with a gameplay of a player. The golden path includes a plurality of main story quests associated with the golden path. The method includes processing the gameplay to identify player gaming metrics as the player progresses along the golden path. The method includes examining the player gaming metrics to identify a game region along the golden path where the player is determined to need assistance to advance in the video game. The method includes generating a dynamic quest for the player. The dynamic quest is generated with one or more sub-parts to enable acquisition of a reward that is useful for assisting the player to make advancement in said video game along the golden path. The method includes inserting the dynamic quest along the golden path, the inserting presents the dynamic quest to the player and enables said acquisition of said reward.
Method and systems for dynamic quest generation
Methods and systems are provided for executing a video game for a player. The method includes determining a golden path associated with a gameplay of a player. The golden path includes a plurality of main story quests associated with the golden path. The method includes processing the gameplay to identify player gaming metrics as the player progresses along the golden path. The method includes examining the player gaming metrics to identify a game region along the golden path where the player is determined to need assistance to advance in the video game. The method includes generating a dynamic quest for the player. The dynamic quest is generated with one or more sub-parts to enable acquisition of a reward that is useful for assisting the player to make advancement in said video game along the golden path. The method includes inserting the dynamic quest along the golden path, the inserting presents the dynamic quest to the player and enables said acquisition of said reward.
Information processing system, information processing apparatus, storage medium, and information processing method
An example of an information processing system executes a competitive game consisting of a plurality of turns. In each turn, one or more candidate objects, which are selected by a user from among a plurality of candidate objects placed in a first area, are placed as ally objects in a second area in a battle area. One or more enemy objects are placed in a third area in the battle area. The information processing system, based on the positions of placed objects that are the ally objects or the enemy objects placed in the battle area, determines, for each placed object, an attack turn, and an attack target out of the placed objects. The information processing system executes an attack on the attack target by the placed object according to the attack turn, thereby decreasing a life parameter associated with the placed object that is the attack target.
ATTRIBUTE VALUE RESTORATION METHOD AND APPARATUS, STORAGE MEDIUM, AND ELECTRONIC DEVICE
An attribute value restoration method and apparatus, a storage medium, and an electronic device are provided. The method includes: obtaining a current attribute value of a life attribute of a first object in a virtual scene displayed by a client; based on a determination that the current attribute value is a first threshold, controlling a target attribute of the first object to become effective, the target attribute having an attribute value in a preset range, and controlling the attribute value of the target attribute to start to decrease in the preset range; and restoring the attribute value of the life attribute of the first object to a third threshold based on a determination that a target operation triggered by using the client is completed before the attribute value of the target attribute decreases to a second threshold in the preset range, the third threshold being greater than the first threshold.
Battle Control Method for Game Objects, and Computer-Readable Storage Medium and Intelligent Terminal
A combat control method for a game object, a computer readable storage medium, and an intelligent terminal are provided. The combat control method includes: configuring a game object, where the game object includes first game units and second game units; configuring an arrangement area for the game object, where the arrangement area has n accommodation units for accommodating each game object in a horizontal direction, and m accommodation units for accommodating each game object in a vertical direction; obtaining a first arrangement column by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column; and obtaining second arrangement columns by separating along the vertical direction in the arrangement area that do not overlap the first arrangement column, and placing the second game units in second arrangement columns to form a combat lineup. In the technical solution, deployment space may be fully utilized, and the game object may be quickly configured for a game player, thus improving game experience.
METHOD AND APPARATUS FOR CONTROLLING VIRTUAL OBJECT, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
A method and an apparatus for controlling a virtual object, a device, and a computer-readable storage medium are provided. The method includes: presenting a first virtual object, a second virtual object interacting with the first virtual object, and round indication information in a virtual scene, the round indication information indicating a current round being for the first virtual object or the second virtual object to act; increasing an action parameter value of the first virtual object based on a round for the first virtual object ends and a round for the second virtual object begins; and controlling, based on an interaction execution instruction for the first virtual object is received, the first virtual object to execute an interaction operation for the second virtual object in the round for the second virtual object.