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On an analysis of pass play in a virtual ball game
被引:0
作者:
Osato, Kazufumi
[1
]
Yonekura, Tatsuhiro
[2
]
Kawano, Yoshihiro
[1
]
Hanawa, Dai
[3
]
机构:
[1] Ibaraki Univ, Grad Sch Sci & Engn, Hitachi, Ibaraki 3168511, Japan
[2] Ibaraki Univ, Dept Informat & Comp Sci, Hitachi, Ibaraki 3168511, Japan
[3] Seikei Univ, Fac Sci & Technol, Musashino, Tokyo, Japan
来源:
2007 INTERNATIONAL CONFERENCE ON CYBERWORLDS, PROCEEDINGS
|
2007年
关键词:
D O I:
10.1109/CW.2007.46
中图分类号:
TP18 [人工智能理论];
学科分类号:
081104 ;
0812 ;
0835 ;
1405 ;
摘要:
In the virtual ball game, such as soccer, football, basketball and hockey etc. in a virtual space, "Pass" plays have a significant meaning for players to build up their games. Goodness of a passes course and its velocity is continuously varied, both spatially and temporarily by all motions of ally player avatars and opponent player avatars attending in the game. Because of this, a significant pass between the avatars may not easily be able to be analyzed and generated by the computer systems in real-time. In this paper, we propose a new algorithm that can realize this computation in real-time. Concretely, a real-time detection of a "space" or an "open space" for every avatar by using the idea of "A to Z (Allocated Topographical Zone)" that Kawano et al., have already proposed Based on this idea, we compute the reachable pass vector to any avatar in the game. Moreover, the space where a player can receive a pass given by the pass vector, prior to any other player, is defined as an "exclusively reachable pass zone " for the receiver, and is able to be computed by the algorithm.
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页码:187 / +
页数:2
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