论文标题
技术注意:通过游戏树产生现实的战斗场景
Technical Note: Generating Realistic Fighting Scenes by Game Tree
论文作者
论文摘要
最近,已经进行了许多研究来合成 /编辑虚拟环境中单个化身的运动。但是,并没有太多的工作来模拟多个化身(例如战斗)的连续互动。在本文中,我们提出了一种基于运动捕获数据的新方法来生成现实的战斗场景。我们提出了一种称为时间扩展方法的新算法,该方法将连续的时间动作计划映射到离散的因果关系空间,以便可以使用基于回合的评估方法。结果,可以使用在策略游戏中可用的许多成熟级别,例如Minimax算法和$α-β$修剪。我们还提出了一种生成和使用进攻/防御桌的方法,该方法说明了攻击和躲闪的时空关系,将战术机动纳入现场。使用我们的方法,化身将考虑对手的反应来计划其策略。产生了具有多个化身的战斗场景,以证明我们算法的有效性。提出的方法也可以应用于需要策略计划(例如运动游戏)的其他类型的连续活动。
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 spatial-temporal 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.