Technical Note: Generating Realistic Fighting Scenes by Game Tree

Hubert P. H. Shum and Taku Komura
arXiv Preprint, 2006

Technical Note: 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.

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BibTeX

@article{shum06technical,
 author={Shum, Hubert P. H. and Komura, Taku},
 journal={arXiv},
 title={Technical Note: Generating Realistic Fighting Scenes by Game Tree},
 year={2006},
 numpages={7},
 eprint={arXiv:2006.11620},
 archivePrefix={arXiv},
 primaryClass={cs.GR},
 doi={10.48550/arXiv.2006.11620},
 url={https://arxiv.org/abs/2006.11620},
}

RIS

TY  - Preprint
AU  - Shum, Hubert P. H.
AU  - Komura, Taku
JO  - arXiv preprints
SP  - arXiv:2006.11620
KW  - cs.GR
TI  - Technical Note: Generating Realistic Fighting Scenes by Game Tree
PY  - 2006
DO  - 10.48550/arXiv.2006.11620
ER  - 

Plain Text

Hubert P. H. Shum and Taku Komura, "Technical Note: Generating Realistic Fighting Scenes by Game Tree," arXiv preprint arXiv:2006.11620, 2006.

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Similar Research

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
Hubert P. H. Shum, Taku Komura and Shuntaro Yamazaki, "Simulating Competitive Interactions using Singly Captured Motions", Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology (VRST), 2007
Taku Komura, Hubert P. H. Shum and Edmond S. L. Ho, "Simulating Interactions of Characters", Proceedings of the 2008 ACM International Conference on Motion in Games (MIG), 2008
Hubert P. H. Shum, Taku Komura and Shuntaro Yamazaki, "Simulating Interactions of Avatars in High Dimensional State Space", Proceedings of the 2008 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D), 2008
Hubert P. H. Shum, Taku Komura and Shuntaro Yamazaki, "Simulating Multiple Character Interactions with Collaborative and Adversarial Goals", IEEE Transactions on Visualization and Computer Graphics (TVCG), 2012
Hubert P. H. Shum, Taku Komura, Masashi Shiraishi and Shuntaro Yamazaki, "Interaction Patches for Multi-Character Animation", ACM Transactions on Graphics (TOG) - Proceedings of the 2008 ACM SIGGRAPH Asia, 2008
Hubert P. H. Shum, "Simulating Interactions Among Multiple Characters", PhD Thesis from the University of Edinburgh, 2010
Taku Komura and Hubert P. H. Shum, "Manufacturing Video Graphics", Patent from the World Intellectual Property Organization, 2010

 

 

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