Document Type

Journal Article

Department/Unit

Department of Computer Science

Title

A finite state machine based on topology coordinates for wrestling games

Language

English

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. © 2010 John Wiley & Sons, Ltd.

Keywords

character animation, interactive games, motion capture

Publication Date

2011

Source Publication Title

Computer Animation and Virtual Worlds

Volume

22

Issue

5

Start Page

435

End Page

443

Publisher

Wiley

DOI

10.1002/cav.376

Link to Publisher's Edition

http://dx.doi.org/10.1002/cav.376

ISSN (print)

15464261

ISSN (electronic)

1546427X

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