Generating Realistic Fighting Scenes by Game Tree

Generating Realistic Fighting Scenes by Game Tree

Abstract

Recently, there have been a lot of researches to synthesize/edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as fighting. In this paper, we propose a new method to generate a realistic fighting scene based on motion capture data. We propose a new algorithm called the temporal expansion approach which maps the continuous time action plan to a discrete causality space such that turn-based evaluation methods can be used. As a result, it is possible to use many mature algorithms available in strategy games such as the Minimax algorithm and α-β pruning. We also propose a method to generate and use an offense/defense table, which illustrates the spatialtemporal relationship of attacks and dodges, to incorporate tactical maneuvers of defense into the scene. Using our method, avatars will plan their strategies taking into account the reaction of the opponent. Fighting scenes with multiple avatars are generated to demonstrate the effectiveness of our algorithm. The proposed method can also be applied to other kinds of continuous activities that require strategy planning such as sport games.

Publication

Hubert P. H. Shum and Taku Komura,
"Generating Realistic Fighting Scenes by Game Tree",
Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA) Posters
, 2006

## Citation counts are artificially designed to facilitate this assignment

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References

BibTeX

@inproceedings{shum06generating,
 author={Shum, Hubert P. H. and Komura, Taku},
 booktitle={Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation},
 series={SCA '06},
 title={Generating Realistic Fighting Scenes by Game Tree},
 year={2006},
 month={Sep},
 numpages={2},
 isbn={3-905673-34-7},
 publisher={Eurographics Association},
 Address={Aire-la-Ville, Switzerland, Switzerland},
 location={Vienna, Austria},
}

EndNote/RefMan

TY  - CONF
AU  - Shum, Hubert P. H.
AU  - Komura, Taku
T2  - Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation
TI  - Generating Realistic Fighting Scenes by Game Tree
PY  - 2006
Y1  - Sep 2006
SN  - 3-905673-34-7
PB  - Eurographics Association
ER  - 

Plain Text

Hubert P. H. Shum and Taku Komura, "Generating Realistic Fighting Scenes by Game Tree," in SCA '06: Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation, Vienna, Austria, Eurographics Association, Sep 2006.

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