A finite state machine based on topology coordinates for wrestling games

Ho, E. S.L. and Komura, T. (2011) A finite state machine based on topology coordinates for wrestling games. Computer Animation and Virtual Worlds, 22(5), 435 - 443. (doi: 10.1002/cav.376)

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Abstract

This paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players—one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods.

Item Type:Articles
Status:Published
Refereed:Yes
Glasgow Author(s) Enlighten ID:Ho, Dr Edmond S. L
Authors: Ho, E. S.L., and Komura, T.
College/School:College of Science and Engineering > School of Computing Science
Journal Name:Computer Animation and Virtual Worlds
Publisher:Wiley
ISSN:1546-4261
ISSN (Online):1546-427X
Published Online:08 November 2010

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