Generating Realistic Fighting Scenes by Game Tree

Hubert Shum, Taku Komura

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract / Description of output

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 mulitple 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 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 − βpruning. 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 manuevers 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.
Original languageEnglish
Title of host publicationProceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation
PublisherEurographics Association
Number of pages2
ISBN (Print)3-905673-34-7
Publication statusPublished - Sept 2006


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