A finite state machine based on topology coordinates for wrestling games

Edmond S. L. Ho, Taku Komura

Research output: Contribution to journalArticlepeer-review

16 Citations (Scopus)

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.
Original languageEnglish
Pages (from-to)435-443
Number of pages9
JournalComputer Animation and Virtual Worlds
Volume22
Issue number5
Early online date8 Nov 2010
Publication statusPublished - 1 Sept 2011

Keywords

  • character animation
  • interactive games
  • motion capture

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