Department of Computer Science
A finite state machine based on topology coordinates for wrestling games
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.
character animation, interactive games, motion capture
Source Publication Title
Computer Animation and Virtual Worlds
Link to Publisher's Edition
Ho, E., & Komura, T. (2011). A finite state machine based on topology coordinates for wrestling games. Computer Animation and Virtual Worlds, 22 (5), 435-443. https://doi.org/10.1002/cav.376