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.
引用
收藏
页码:187 / +
页数:2
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